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Comparing deliantra/server/server/player.C (file contents):
Revision 1.32 by root, Tue Dec 12 20:53:03 2006 UTC vs.
Revision 1.96 by root, Mon Jan 8 19:25:53 2007 UTC

1/* 1/*
2 CrossFire, A Multiplayer game for X-windows 2 * CrossFire, A Multiplayer game
3 3 *
4 * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team
4 Copyright (C) 2002 Mark Wedel & Crossfire Development Team 5 * Copyright (C) 2002 Mark Wedel & Crossfire Development Team
5 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (C) 1992 Frank Tore Johansen
6 7 *
7 This program is free software; you can redistribute it and/or modify 8 * This program is free software; you can redistribute it and/or modify
8 it under the terms of the GNU General Public License as published by 9 * it under the terms of the GNU General Public License as published by
9 the Free Software Foundation; either version 2 of the License, or 10 * the Free Software Foundation; either version 2 of the License, or
10 (at your option) any later version. 11 * (at your option) any later version.
11 12 *
12 This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
13 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
14 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
15 GNU General Public License for more details. 16 * GNU General Public License for more details.
16 17 *
17 You should have received a copy of the GNU General Public License 18 * You should have received a copy of the GNU General Public License
18 along with this program; if not, write to the Free Software 19 * along with this program; if not, write to the Free Software
19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
20 21 *
21 The author can be reached via e-mail to <crossfire@schmorp.de> 22 * The author can be reached via e-mail to <crossfire@schmorp.de>
22*/ 23 */
23 24
24#include <global.h> 25#include <global.h>
25#include <pwd.h> 26#include <pwd.h>
26#ifndef __CEXTRACT__
27# include <sproto.h> 27#include <sproto.h>
28#endif
29#include <sounds.h> 28#include <sounds.h>
30#include <living.h> 29#include <living.h>
31#include <object.h> 30#include <object.h>
32#include <spells.h> 31#include <spells.h>
33#include <skills.h> 32#include <skills.h>
34#include <newclient.h>
35 33
36#ifdef COZY_SERVER 34#include <algorithm>
37extern int same_party (partylist *a, partylist *b); 35#include <functional>
38#endif
39 36
40player * 37playervec players;
41find_player (const char *plname)
42{
43 player *pl;
44
45 for (pl = first_player; pl != NULL; pl = pl->next)
46 {
47 if (pl->ob != NULL && !strcmp (query_name (pl->ob), plname))
48 return pl;
49 };
50 return NULL;
51}
52
53player *
54find_player_partial_name (const char *plname)
55{
56 player *pl;
57 player *found = NULL;
58 size_t namelen = strlen (plname);
59
60 for (pl = first_player; pl != NULL; pl = pl->next)
61 {
62 if ((size_t) strlen (pl->ob->name) < namelen)
63 continue;
64
65 if (!strcmp (pl->ob->name, plname))
66 return pl;
67
68 if (!strncasecmp (pl->ob->name, plname, namelen))
69 {
70 if (found)
71 return NULL;
72
73 found = pl;
74 }
75 }
76 return found;
77}
78 38
79void 39void
80display_motd (const object *op) 40display_motd (const object *op)
81{ 41{
82 char buf[MAX_BUF]; 42 char buf[MAX_BUF];
85 int comp; 45 int comp;
86 int size; 46 int size;
87 47
88 sprintf (buf, "%s/%s", settings.confdir, settings.motd); 48 sprintf (buf, "%s/%s", settings.confdir, settings.motd);
89 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL) 49 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
90 {
91 return; 50 return;
92 } 51
93 motd[0] = '\0'; 52 motd[0] = '\0';
94 size = 0; 53 size = 0;
54
95 while (fgets (buf, MAX_BUF, fp) != NULL) 55 while (fgets (buf, MAX_BUF, fp))
96 { 56 {
97 if (*buf == '#') 57 if (*buf == '#')
98 continue; 58 continue;
59
99 strncat (motd + size, buf, HUGE_BUF - size); 60 strncat (motd + size, buf, HUGE_BUF - size);
100 size += strlen (buf); 61 size += strlen (buf);
101 } 62 }
63
102 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_MOTD, MSG_SUBTYPE_NONE, motd, NULL); 64 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_MOTD, MSG_SUBTYPE_NONE, motd, NULL);
103 close_and_delete (fp, comp); 65 close_and_delete (fp, comp);
104} 66}
105 67
106void 68void
112 int comp; 74 int comp;
113 int size; 75 int size;
114 76
115 sprintf (buf, "%s/%s", settings.confdir, settings.rules); 77 sprintf (buf, "%s/%s", settings.confdir, settings.rules);
116 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL) 78 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
117 {
118 return; 79 return;
119 } 80
120 rules[0] = '\0'; 81 rules[0] = '\0';
121 size = 0; 82 size = 0;
83
122 while (fgets (buf, MAX_BUF, fp) != NULL) 84 while (fgets (buf, MAX_BUF, fp))
123 { 85 {
124 if (*buf == '#') 86 if (*buf == '#')
125 continue; 87 continue;
88
126 if (size + strlen (buf) >= HUGE_BUF) 89 if (size + strlen (buf) >= HUGE_BUF)
127 { 90 {
128 LOG (llevDebug, "Warning, rules size is > %d bytes.\n", HUGE_BUF); 91 LOG (llevDebug, "Warning, rules size is > %d bytes.\n", HUGE_BUF);
129 break; 92 break;
130 } 93 }
94
131 strncat (rules + size, buf, HUGE_BUF - size); 95 strncat (rules + size, buf, HUGE_BUF - size);
132 size += strlen (buf); 96 size += strlen (buf);
133 } 97 }
98
134 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_RULES, rules, NULL); 99 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_RULES, rules, NULL);
135 close_and_delete (fp, comp); 100 close_and_delete (fp, comp);
136} 101}
137 102
138void 103void
146 int size; 111 int size;
147 112
148 sprintf (buf, "%s/%s", settings.confdir, settings.news); 113 sprintf (buf, "%s/%s", settings.confdir, settings.news);
149 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL) 114 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
150 return; 115 return;
116
151 news[0] = '\0'; 117 news[0] = '\0';
152 subject[0] = '\0'; 118 subject[0] = '\0';
153 size = 0; 119 size = 0;
120
154 while (fgets (buf, MAX_BUF, fp) != NULL) 121 while (fgets (buf, MAX_BUF, fp) != NULL)
155 { 122 {
156 if (*buf == '#') 123 if (*buf == '#')
157 continue; 124 continue;
125
158 if (*buf == '%') 126 if (*buf == '%')
159 { /* send one news */ 127 { /* send one news */
160 if (size > 0) 128 if (size > 0)
161 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s", "%s\n%s", subject, news); /*send previously read news */ 129 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s", "%s\n%s", subject, news); /*send previously read news */
130
162 strcpy (subject, buf + 1); 131 strcpy (subject, buf + 1);
163 strip_endline (subject); 132 strip_endline (subject);
164 size = 0; 133 size = 0;
165 news[0] = '\0'; 134 news[0] = '\0';
166 } 135 }
179 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, 148 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op,
180 MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s\n", "%s\n%s", subject, news); 149 MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s\n", "%s\n%s", subject, news);
181 close_and_delete (fp, comp); 150 close_and_delete (fp, comp);
182} 151}
183 152
184int
185playername_ok (const char *cp)
186{
187 /* Don't allow - or _ as first character in the name */
188 if (*cp == '-' || *cp == '_')
189 return 0;
190
191 for (; *cp != '\0'; cp++)
192 if (!((*cp >= 'a' && *cp <= 'z') || (*cp >= 'A' && *cp <= 'Z')) && *cp != '-' && *cp != '_')
193 return 0;
194 return 1;
195}
196
197/* This no longer sets the player map. Also, it now updates
198 * all the pointers so the caller doesn't need to do that.
199 * Caller is responsible for setting the correct map.
200 */
201
202/* Redo this to do both get_player_ob and get_player.
203 * Hopefully this will be less bugfree and simpler.
204 * Returns the player structure. If 'p' is null,
205 * we create a new one. Otherwise, we recycle
206 * the one that is passed.
207 */
208static player *
209get_player (player *p)
210{
211 object *op = arch_to_object (get_player_archetype (NULL));
212 int i;
213
214 if (!p)
215 {
216 p = new player;
217
218 /* This adds the player in the linked list. There is extra
219 * complexity here because we want to add the new player at the
220 * end of the list - there is in fact no compelling reason that
221 * that needs to be done except for things like output of
222 * 'who'.
223 */
224 player *tmp = first_player;
225
226 while (tmp != NULL && tmp->next != NULL)
227 tmp = tmp->next;
228 if (tmp != NULL)
229 tmp->next = p;
230 else
231 first_player = p;
232
233 p->next = NULL;
234 }
235
236 /* Clears basically the entire player structure except
237 * for next and socket.
238 */
239 p->clear ();
240
241 /* There are some elements we want initialized to non zero value -
242 * we deal with that below this point.
243 */
244 p->party = NULL;
245 p->outputs_sync = 16; /* Every 2 seconds */
246 p->outputs_count = 8; /* Keeps present behaviour */
247 p->unapply = unapply_nochoice;
248 p->Swap_First = -1;
249
250#ifdef AUTOSAVE
251 p->last_save_tick = 9999999;
252#endif
253
254 strcpy (p->savebed_map, first_map_path); /* Init. respawn position */
255
256 op->contr = p; /* this aren't yet in archetype */
257 p->ob = op;
258 op->speed_left = 0.5;
259 op->speed = 1.0;
260 op->direction = 5; /* So player faces south */
261 op->stats.wc = 2;
262 op->run_away = 25; /* Then we panick... */
263 p->socket.monitor_spells = 0; /* Needed because esrv_update_spells( ) gets called by roll_stats */
264
265 roll_stats (op);
266 p->state = ST_ROLL_STAT;
267 clear_los (op);
268
269 p->gen_sp_armour = 10;
270 p->last_speed = -1;
271 p->shoottype = range_none;
272 p->bowtype = bow_normal;
273 p->petmode = pet_normal;
274 p->listening = 10;
275 p->usekeys = containers;
276 p->last_weapon_sp = -1;
277 p->peaceful = 1; /* default peaceful */
278 p->do_los = 1;
279 p->explore = 0;
280 p->no_shout = 0; /* default can shout */
281
282 assign (p->title, op->arch->clone.name);
283 op->race = op->arch->clone.race;
284
285 CLEAR_FLAG (op, FLAG_READY_SKILL);
286
287 /* we need to clear these to -1 and not zero - otherwise,
288 * if a player quits and starts a new character, we wont
289 * send new values to the client, as things like exp start
290 * at zero.
291 */
292 for (i = 0; i < NUM_SKILLS; i++)
293 {
294 p->last_skill_exp[i] = -1;
295 p->last_skill_ob[i] = NULL;
296 }
297 for (i = 0; i < NROFATTACKS; i++)
298 {
299 p->last_resist[i] = -1;
300 }
301 p->last_stats.exp = -1;
302 p->last_weight = (uint32) - 1;
303
304 p->socket.update_look = 0;
305 p->socket.look_position = 0;
306 return p;
307}
308
309/* This loads the first map an puts the player on it. */ 153/* This loads the first map an puts the player on it. */
310static void 154static void
311set_first_map (object *op) 155set_first_map (object *op)
312{ 156{
313 strcpy (op->contr->maplevel, first_map_path); 157 op->contr->maplevel = first_map_path;
314 op->x = -1; 158 op->x = -1;
315 op->y = -1; 159 op->y = -1;
316 enter_exit (op, NULL);
317} 160}
318 161
162void
163player::enter_map ()
164{
165 object *tmp = object::create ();
166
167 EXIT_PATH (tmp) = maplevel;
168 EXIT_X (tmp) = ob->x;
169 EXIT_Y (tmp) = ob->y;
170 ob->enter_exit (tmp);
171
172 tmp->destroy ();
173}
174
175void
176player::activate ()
177{
178 if (active)
179 return;
180
181 players.insert (this);
182 ob->remove ();
183 ob->map = 0;
184 ob->activate_recursive ();
185 CLEAR_FLAG (ob, FLAG_FRIENDLY);
186 add_friendly_object (ob);
187 enter_map ();
188}
189
190void
191player::deactivate ()
192{
193 if (!active)
194 return;
195
196 terminate_all_pets (ob);
197 remove_friendly_object (ob);
198 ob->deactivate_recursive ();
199 ob->remove ();
200 ob->map = 0;
201
202 // for weird reasons, this is often "ob", keeping a circular reference
203 ranges [range_skill] = 0;
204
205 players.erase (this);
206}
207
208// connect the player with a specific client
209// also changed, rationalises, and fixes some incorrect settings
210void
211player::connect (client *ns)
212{
213 this->ns = ns;
214 ns->pl = this;
215
216 run_on = 0;
217 fire_on = 0;
218
219 ns->update_look = 0;
220 ns->look_position = 0;
221
222 clear_los (ob);
223
224 ns->reset_stats ();
225
226 /* make sure he's a player -- needed because of class change. */
227 ob->type = PLAYER; // we are paranoid
228 ob->race = ob->arch->clone.race;
229
230 if (!legal_range (ob, shoottype))
231 shoottype = range_none;
232
233 ob->carrying = sum_weight (ob);
234 link_player_skills (ob);
235
236 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER);
237
238 assign (title, ob->arch->clone.name);
239
240 /* can_use_shield is a new flag. However, the can_use.. seems to largely come
241 * from the class, and not race. I don't see any way to get the class information
242 * to then update this. I don't think this will actually break anything - anyone
243 * that can use armour should be able to use a shield. What this may 'break'
244 * are features new characters get, eg, if someone starts up with a Q, they
245 * should be able to use a shield. However, old Q's won't get that advantage.
246 */
247 if (QUERY_FLAG (ob, FLAG_USE_ARMOUR))
248 SET_FLAG (ob, FLAG_USE_SHIELD);
249
250 /* if it's a dragon player, set the correct title here */
251 if (is_dragon_pl (ob))
252 {
253 object *tmp, *abil = 0, *skin = 0;
254
255 shstr_cmp dragon_ability_force ("dragon_ability_force");
256 shstr_cmp dragon_skin_force ("dragon_skin_force");
257
258 for (tmp = ob->inv; tmp; tmp = tmp->below)
259 if (tmp->type == FORCE)
260 if (tmp->arch->name == dragon_ability_force)
261 abil = tmp;
262 else if (tmp->arch->name == dragon_skin_force)
263 skin = tmp;
264
265 set_dragon_name (ob, abil, skin);
266 }
267
268 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!");
269
270 esrv_new_player (this, ob->weight + ob->carrying);
271
272 ob->update_stats ();
273 ns->floorbox_update ();
274
275 esrv_send_inventory (ob, ob);
276 esrv_add_spells (this, 0);
277
278 activate ();
279
280 send_rules (ob);
281 send_news (ob);
282 display_motd (ob);
283
284 INVOKE_PLAYER (CONNECT, this);
285 INVOKE_PLAYER (LOGIN, this);
286}
287
288void
289player::disconnect ()
290{
291 if (ns)
292 {
293 if (active)
294 INVOKE_PLAYER (LOGOUT, this, ARG_INT (0));
295
296 INVOKE_PLAYER (DISCONNECT, this);
297
298 ns->pl = 0;
299 this->ns = 0;
300 }
301
302 deactivate ();
303}
304
305// the need for this function can be explained
306// by load_object not returning the object
307void
308player::set_object (object *op)
309{
310 ob = op;
311 ob->contr = this; /* this aren't yet in archetype */
312
313 ob->speed_left = 0.5;
314 ob->speed = 1.0;
315 ob->direction = 5; /* So player faces south */
316 ob->stats.wc = 2;
317 ob->run_away = 25; /* Then we panick... */
318
319 ob->roll_stats ();
320}
321
322player::player ()
323{
324 /* There are some elements we want initialised to non zero value -
325 * we deal with that below this point.
326 */
327 outputs_sync = 16; /* Every 2 seconds */
328 outputs_count = 8; /* Keeps present behaviour */
329 unapply = unapply_nochoice;
330
331 savebed_map = first_map_path; /* Init. respawn position */
332
333 gen_sp_armour = 10;
334 shoottype = range_none;
335 bowtype = bow_normal;
336 petmode = pet_normal;
337 listening = 10;
338 usekeys = containers;
339 peaceful = 1; /* default peaceful */
340 do_los = 1;
341}
342
343void
344player::do_destroy ()
345{
346 disconnect ();
347
348 attachable::do_destroy ();
349
350 if (ob)
351 {
352 ob->destroy_inv (false);
353 ob->destroy ();
354 }
355}
356
357player::~player ()
358{
359 /* Clear item stack */
360 free (stack_items);
361}
362
319/* Tries to add player on the connection passwd in ns. 363/* Tries to add player on the connection passed in ns.
320 * All we can really get in this is some settings like host and display 364 * All we can really get in this is some settings like host and display
321 * mode. 365 * mode.
322 */ 366 */
323
324int
325add_player (NewSocket * ns)
326{
327 player *p; 367player *
368player::create ()
369{
370 player *pl = new player;
328 371
329 p = get_player (NULL); 372 pl->set_object (arch_to_object (get_player_archetype (0)));
330 p->socket = *ns;
331 p->socket.faces_sent = (uint8 *) malloc (p->socket.faces_sent_len * sizeof (*p->socket.faces_sent));
332
333 if (p->socket.faces_sent == NULL)
334 fatal (OUT_OF_MEMORY);
335
336 memcpy (p->socket.faces_sent, ns->faces_sent, p->socket.faces_sent_len * sizeof (*p->socket.faces_sent));
337 /* Needed because the socket we just copied over needs to be cleared.
338 * Note that this can result in a client reset if there is partial data
339 * on the uncoming socket.
340 */
341 p->socket.inbuf.len = 0;
342 set_first_map (p->ob); 373 set_first_map (pl->ob);
343 374
344 CLEAR_FLAG (p->ob, FLAG_FRIENDLY);
345 add_friendly_object (p->ob);
346 send_rules (p->ob);
347 send_news (p->ob);
348 display_motd (p->ob);
349 get_name (p->ob);
350
351 return 0; 375 return pl;
352} 376}
353 377
354/* 378/*
355 * get_player_archetype() return next player archetype from archetype 379 * get_player_archetype() return next player archetype from archetype
356 * list. Not very efficient routine, but used only creating new players. 380 * list. Not very efficient routine, but used only creating new players.
365 { 389 {
366 if (at == NULL || at->next == NULL) 390 if (at == NULL || at->next == NULL)
367 at = first_archetype; 391 at = first_archetype;
368 else 392 else
369 at = at->next; 393 at = at->next;
394
370 if (at->clone.type == PLAYER) 395 if (at->clone.type == PLAYER)
371 return at; 396 return at;
397
372 if (at == start) 398 if (at == start)
373 { 399 {
374 LOG (llevError, "No Player archetypes\n"); 400 LOG (llevError, "No Player archetypes\n");
375 exit (-1); 401 exit (-1);
376 } 402 }
377 } 403 }
378} 404}
379 405
380
381object * 406object *
382get_nearest_player (object *mon) 407get_nearest_player (object *mon)
383{ 408{
384 object *op = NULL; 409 object *op = NULL;
385 player *pl = NULL;
386 objectlink *ol; 410 objectlink *ol;
387 unsigned lastdist; 411 unsigned lastdist;
388 rv_vector rv; 412 rv_vector rv;
389 413
390 for (ol = first_friendly_object, lastdist = 1000; ol != NULL; ol = ol->next) 414 for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next)
391 { 415 {
392 /* We should not find free objects on this friendly list, but it 416 /* We should not find free objects on this friendly list, but it
393 * does periodically happen. Given that, lets deal with it. 417 * does periodically happen. Given that, lets deal with it.
394 * While unlikely, it is possible the next object on the friendly 418 * While unlikely, it is possible the next object on the friendly
395 * list is also free, so encapsulate this in a while loop. 419 * list is also free, so encapsulate this in a while loop.
399 object *tmp = ol->ob; 423 object *tmp = ol->ob;
400 424
401 /* Can't do much more other than log the fact, because the object 425 /* Can't do much more other than log the fact, because the object
402 * itself will have been cleared. 426 * itself will have been cleared.
403 */ 427 */
404 LOG (llevDebug, "get_nearest_player: Found free/non friendly object on friendly list\n"); 428 LOG (llevDebug, "get_nearest_player: Found free/non friendly object '%s' on friendly list\n",
429 tmp->debug_desc ());
405 ol = ol->next; 430 ol = ol->next;
406 remove_friendly_object (tmp); 431 remove_friendly_object (tmp);
407 if (!ol) 432 if (!ol)
408 return op; 433 return op;
409 } 434 }
422 { 447 {
423 op = ol->ob; 448 op = ol->ob;
424 lastdist = rv.distance; 449 lastdist = rv.distance;
425 } 450 }
426 } 451 }
427 for (pl = first_player; pl != NULL; pl = pl->next) 452
428 { 453 for_all_players (pl)
429 if (can_detect_enemy (mon, pl->ob, &rv)) 454 if (can_detect_enemy (mon, pl->ob, &rv))
430 {
431
432 if (lastdist > rv.distance) 455 if (lastdist > rv.distance)
433 { 456 {
434 op = pl->ob; 457 op = pl->ob;
435 lastdist = rv.distance; 458 lastdist = rv.distance;
436 } 459 }
437 } 460
438 }
439#if 0 461#if 0
440 LOG (llevDebug, "get_nearest_player() finds player: %s\n", op ? &op->name : "(null)"); 462 LOG (llevDebug, "get_nearest_player() finds player: %s\n", op ? &op->name : "(null)");
441#endif 463#endif
442 return op; 464 return op;
443} 465}
461 * circling behaviour. Unfortunately, this function is also used to determined 483 * circling behaviour. Unfortunately, this function is also used to determined
462 * if the creature should cast a spell, so returning a direction in that case 484 * if the creature should cast a spell, so returning a direction in that case
463 * is probably not a good thing. 485 * is probably not a good thing.
464 */ 486 */
465#define MAX_SPACES 50 487#define MAX_SPACES 50
466
467 488
468/* 489/*
469 * Returns the direction to the player, if valid. Returns 0 otherwise. 490 * Returns the direction to the player, if valid. Returns 0 otherwise.
470 * modified to verify there is a path to the player. Does this by stepping towards 491 * modified to verify there is a path to the player. Does this by stepping towards
471 * player and if path is blocked then see if blockage is close enough to player that 492 * player and if path is blocked then see if blockage is close enough to player that
644 (op->type == ARMOUR || op->type == BOOTS || 665 (op->type == ARMOUR || op->type == BOOTS ||
645 op->type == CLOAK || op->type == HELMET || 666 op->type == CLOAK || op->type == HELMET ||
646 op->type == SHIELD || op->type == GLOVES || 667 op->type == SHIELD || op->type == GLOVES ||
647 op->type == BRACERS || op->type == GIRDLE)) || (!QUERY_FLAG (pl, FLAG_USE_WEAPON) && op->type == WEAPON)) 668 op->type == BRACERS || op->type == GIRDLE)) || (!QUERY_FLAG (pl, FLAG_USE_WEAPON) && op->type == WEAPON))
648 { 669 {
649 op->remove ();
650 op->destroy (0); 670 op->destroy ();
651 continue; 671 continue;
652 } 672 }
653 } 673 }
654 674
655 /* This really needs to be better - we should really give 675 /* This really needs to be better - we should really give
666 if (tmp->type == op->type && tmp->name == op->name) 686 if (tmp->type == op->type && tmp->name == op->name)
667 break; 687 break;
668 688
669 if (tmp) 689 if (tmp)
670 { 690 {
671 op->remove ();
672 op->destroy (0); 691 op->destroy ();
673 LOG (llevError, "give_initial_items: Removing duplicate object %s\n", &tmp->name); 692 LOG (llevError, "give_initial_items: Removing duplicate object %s\n", &tmp->name);
674 continue; 693 continue;
675 } 694 }
695
676 if (op->nrof > 1) 696 if (op->nrof > 1)
677 op->nrof = 1; 697 op->nrof = 1;
678 } 698 }
679 699
680 if (op->type == SPELLBOOK && op->inv) 700 if (op->type == SPELLBOOK && op->inv)
692 CLEAR_FLAG (op, FLAG_CURSED); 712 CLEAR_FLAG (op, FLAG_CURSED);
693 CLEAR_FLAG (op, FLAG_DAMNED); 713 CLEAR_FLAG (op, FLAG_DAMNED);
694 } 714 }
695 if (op->type == SPELL) 715 if (op->type == SPELL)
696 { 716 {
697 op->remove ();
698 op->destroy (0); 717 op->destroy ();
699 continue; 718 continue;
700 } 719 }
701 else if (op->type == SKILL) 720 else if (op->type == SKILL)
702 { 721 {
703 SET_FLAG (op, FLAG_CAN_USE_SKILL); 722 SET_FLAG (op, FLAG_CAN_USE_SKILL);
712 /* Need to set up the skill pointers */ 731 /* Need to set up the skill pointers */
713 link_player_skills (pl); 732 link_player_skills (pl);
714} 733}
715 734
716void 735void
717get_name (object *op)
718{
719 op->contr->write_buf[0] = '\0';
720 op->contr->state = ST_GET_NAME;
721 send_query (&op->contr->socket, 0, "What is your name?\n:");
722}
723
724void
725get_password (object *op)
726{
727 op->contr->write_buf[0] = '\0';
728 op->contr->state = ST_GET_PASSWORD;
729 send_query (&op->contr->socket, CS_QUERY_HIDEINPUT, "What is your password?\n:");
730}
731
732void
733play_again (object *op)
734{
735 op->contr->state = ST_PLAY_AGAIN;
736 op->chosen_skill = NULL;
737 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR, "Do you want to play again (a/q)?");
738 /* a bit of a hack, but there are various places early in th
739 * player creation process that a user can quit (eg, roll
740 * stats) that isn't removing the player. Taking a quick
741 * look, there are many places that call play_again without
742 * removing the player - it probably makes more sense
743 * to leave it to play_again to remove the object in all
744 * cases.
745 */
746 if (!QUERY_FLAG (op, FLAG_REMOVED))
747 op->remove ();
748 /* Need to set this to null - otherwise, it could point to garbage,
749 * and draw() doesn't check to see if the player is removed, only if
750 * the map is null or not swapped out.
751 */
752 op->map = NULL;
753}
754
755int
756receive_play_again (object *op, char key)
757{
758 if (key == 'q' || key == 'Q')
759 {
760 remove_friendly_object (op);
761 leave (op->contr, 0); /* ericserver will draw the message */
762 return 2;
763 }
764 else if (key == 'a' || key == 'A')
765 {
766 player *pl = op->contr;
767 shstr name = op->name;
768
769 op->contr = 0;
770 op->type = 0;
771 op->destroy (1);
772 pl = get_player (pl);
773 op = pl->ob;
774 add_friendly_object (op);
775 op->contr->password[0] = '~';
776 op->name = op->name_pl = 0;
777 /* Lets put a space in here */
778 new_draw_info (NDI_UNIQUE, 0, op, "\n");
779 get_name (op);
780 op->name = op->name_pl = name;
781 set_first_map (op);
782 }
783 else
784 /* user pressed something else so just ask again... */
785 play_again (op);
786
787 return 0;
788}
789
790void
791confirm_password (object *op)
792{
793
794 op->contr->write_buf[0] = '\0';
795 op->contr->state = ST_CONFIRM_PASSWORD;
796 send_query (&op->contr->socket, CS_QUERY_HIDEINPUT, "Please type your password again.\n:");
797}
798
799void
800get_party_password (object *op, partylist *party) 736get_party_password (object *op, partylist *party)
801{ 737{
802 if (party == NULL) 738 if (party == NULL)
803 { 739 {
804 LOG (llevError, "get_party_password(): tried to make player %s join a NULL party", &op->name); 740 LOG (llevError, "get_party_password(): tried to make player %s join a NULL party", &op->name);
805 return; 741 return;
806 } 742 }
743
807 op->contr->write_buf[0] = '\0'; 744 op->contr->write_buf[0] = '\0';
808 op->contr->state = ST_GET_PARTY_PASSWORD; 745 op->contr->ns->state = ST_GET_PARTY_PASSWORD;
809 op->contr->party_to_join = party; 746 op->contr->party_to_join = party;
810 send_query (&op->contr->socket, CS_QUERY_HIDEINPUT, "What is the password?\n:"); 747 send_query (op->contr->ns, CS_QUERY_HIDEINPUT, "What is the password?\n:");
811} 748}
812
813 749
814/* This rolls four 1-6 rolls and sums the best 3 of the 4. */ 750/* This rolls four 1-6 rolls and sums the best 3 of the 4. */
815int 751static int
816roll_stat (void) 752roll_stat (void)
817{ 753{
818 int a[4], i, j, k; 754 int a[4], i, j, k;
819 755
820 for (i = 0; i < 4; i++) 756 for (i = 0; i < 4; i++)
823 for (i = 0, j = 0, k = 7; i < 4; i++) 759 for (i = 0, j = 0, k = 7; i < 4; i++)
824 if (a[i] < k) 760 if (a[i] < k)
825 k = a[i], j = i; 761 k = a[i], j = i;
826 762
827 for (i = 0, k = 0; i < 4; i++) 763 for (i = 0, k = 0; i < 4; i++)
828 {
829 if (i != j) 764 if (i != j)
830 k += a[i]; 765 k += a[i];
831 } 766
832 return k; 767 return k;
833} 768}
834 769
835void 770void
836roll_stats (object *op) 771object::roll_stats ()
837{ 772{
838 int sum = 0;
839 int i = 0, j = 0;
840 int statsort[7]; 773 int statsort [7];
841 774
842 do 775 for (;;)
843 {
844 op->stats.Str = roll_stat ();
845 op->stats.Dex = roll_stat ();
846 op->stats.Int = roll_stat ();
847 op->stats.Con = roll_stat ();
848 op->stats.Wis = roll_stat ();
849 op->stats.Pow = roll_stat ();
850 op->stats.Cha = roll_stat ();
851 sum = op->stats.Str + op->stats.Dex + op->stats.Int + op->stats.Con + op->stats.Wis + op->stats.Pow + op->stats.Cha;
852 } 776 {
853 while (sum < 82 || sum > 116); 777 int sum = 0;
778 for (int i = 7; i--; )
779 sum += statsort [i] = roll_stat ();
854 780
781 if (sum >= 82 && sum <= 116)
782 break;
783 }
784
855 /* Sort the stats so that rerolling is easier... */ 785 // Sort the stats so that rerolling is easier...
856 statsort[0] = op->stats.Str; 786 std::sort (statsort, statsort + 7, std::greater<int>());
857 statsort[1] = op->stats.Dex;
858 statsort[2] = op->stats.Int;
859 statsort[3] = op->stats.Con;
860 statsort[4] = op->stats.Wis;
861 statsort[5] = op->stats.Pow;
862 statsort[6] = op->stats.Cha;
863 787
864 /* a quick and dirty bubblesort? */
865 do
866 {
867 if (statsort[i] < statsort[i + 1])
868 {
869 j = statsort[i];
870 statsort[i] = statsort[i + 1];
871 statsort[i + 1] = j;
872 i = 0;
873 }
874 else
875 {
876 i++;
877 }
878 }
879 while (i < 6);
880
881 op->stats.Str = statsort[0]; 788 stats.Str = statsort[0];
882 op->stats.Dex = statsort[1]; 789 stats.Dex = statsort[1];
883 op->stats.Con = statsort[2]; 790 stats.Con = statsort[2];
884 op->stats.Int = statsort[3]; 791 stats.Int = statsort[3];
885 op->stats.Wis = statsort[4]; 792 stats.Wis = statsort[4];
886 op->stats.Pow = statsort[5]; 793 stats.Pow = statsort[5];
887 op->stats.Cha = statsort[6]; 794 stats.Cha = statsort[6];
888 795
889
890 op->contr->orig_stats.Str = op->stats.Str;
891 op->contr->orig_stats.Dex = op->stats.Dex;
892 op->contr->orig_stats.Int = op->stats.Int;
893 op->contr->orig_stats.Con = op->stats.Con;
894 op->contr->orig_stats.Wis = op->stats.Wis;
895 op->contr->orig_stats.Pow = op->stats.Pow;
896 op->contr->orig_stats.Cha = op->stats.Cha;
897
898 op->level = 1;
899 op->stats.exp = 0; 796 stats.exp = 0;
900 op->stats.ac = 0; 797 stats.ac = 0;
901 798
902 op->contr->levhp[1] = 9;
903 op->contr->levsp[1] = 6;
904 op->contr->levgrace[1] = 3;
905
906 fix_player (op);
907 op->stats.hp = op->stats.maxhp; 799 stats.hp = stats.maxhp;
908 op->stats.sp = op->stats.maxsp; 800 stats.sp = stats.maxsp;
909 op->stats.grace = op->stats.maxgrace; 801 stats.grace = stats.maxgrace;
802
803 if (contr)
804 {
805 contr->levhp[1] = 9;
806 contr->levsp[1] = 6;
807 contr->levgrace[1] = 3;
808
910 op->contr->orig_stats = op->stats; 809 contr->orig_stats = stats;
810 }
911} 811}
912 812
913void 813void
914Roll_Again (object *op) 814object::swap_stats (int a, int b)
915{ 815{
916 esrv_new_player (op->contr, 0); 816 int tmp = get_attr_value (&contr->orig_stats, a);
917 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR, 817 set_attr_value (&contr->orig_stats, a, get_attr_value (&contr->orig_stats, b));
918 "[y] to roll new stats [n] to use stats\n[1-7] [1-7] to swap stats.\nRoll again (y/n/1-7)? "); 818 set_attr_value (&contr->orig_stats, b, tmp);
919}
920 819
921void 820 stats.Str = contr->orig_stats.Str;
922Swap_Stat (object *op, int Swap_Second) 821 stats.Dex = contr->orig_stats.Dex;
822 stats.Con = contr->orig_stats.Con;
823 stats.Int = contr->orig_stats.Int;
824 stats.Wis = contr->orig_stats.Wis;
825 stats.Pow = contr->orig_stats.Pow;
826 stats.Cha = contr->orig_stats.Cha;
827
828 //TODO: the following code looks so borked and should, at the very least,
829 // be merged with the similar code in roll_stats
830 stats.ac = 0;
831
832 level = 1;
833 stats.exp = 0;
834 stats.ac = 0;
835
836 stats.hp = stats.maxhp;
837 stats.sp = stats.maxsp;
838 stats.grace = stats.maxgrace;
839
840 if (contr)
841 {
842 contr->levhp[1] = 9;
843 contr->levsp[1] = 6;
844 contr->levgrace[1] = 3;
845
846 contr->orig_stats = stats;
847 }
848}
849
850static void
851start_info (object *op)
923{ 852{
924 signed char tmp;
925 char buf[MAX_BUF]; 853 char buf[MAX_BUF];
926 854
927 if (op->contr->Swap_First == -1) 855 sprintf (buf, "Welcome to Crossfire v%s!", VERSION);
928 {
929 new_draw_info (NDI_UNIQUE, 0, op, "How the hell did you get here?!?!!!");
930 new_draw_info (NDI_UNIQUE, 0, op, "Error in Swap_Stat code,");
931 new_draw_info (NDI_UNIQUE, 0, op, "mail korg@rdt.monash.edu.au");
932 return;
933 }
934
935 tmp = get_attr_value (&op->contr->orig_stats, op->contr->Swap_First);
936
937 set_attr_value (&op->contr->orig_stats, op->contr->Swap_First, get_attr_value (&op->contr->orig_stats, Swap_Second));
938
939 set_attr_value (&op->contr->orig_stats, Swap_Second, tmp);
940
941 sprintf (buf, "%s done\n", short_stat_name[Swap_Second]);
942 new_draw_info (NDI_UNIQUE, 0, op, buf); 856 new_draw_info (NDI_UNIQUE, 0, op, buf);
943 op->stats.Str = op->contr->orig_stats.Str; 857 //new_draw_info (NDI_UNIQUE, 0, op, "Press `?' for help");
944 op->stats.Dex = op->contr->orig_stats.Dex;
945 op->stats.Con = op->contr->orig_stats.Con;
946 op->stats.Int = op->contr->orig_stats.Int;
947 op->stats.Wis = op->contr->orig_stats.Wis;
948 op->stats.Pow = op->contr->orig_stats.Pow;
949 op->stats.Cha = op->contr->orig_stats.Cha;
950 op->stats.ac = 0;
951
952 op->level = 1;
953 op->stats.exp = 0;
954 op->stats.ac = 0;
955
956 op->contr->levhp[1] = 9;
957 op->contr->levsp[1] = 6;
958 op->contr->levgrace[1] = 3;
959
960 fix_player (op);
961 op->stats.hp = op->stats.maxhp;
962 op->stats.sp = op->stats.maxsp;
963 op->stats.grace = op->stats.maxgrace;
964 op->contr->orig_stats = op->stats;
965 op->contr->Swap_First = -1;
966}
967
968
969/* This code has been greatly reduced, because with set_attr_value
970 * and get_attr_value, the stats can be accessed just numeric
971 * ids. stat_trans is a table that translate the number entered
972 * into the actual stat. It is needed because the order the stats
973 * are displayed in the stat window is not the same as how
974 * the number's access that stat. The table does that translation.
975 */
976int
977key_roll_stat (object *op, char key)
978{
979 int keynum = key - '0';
980 char buf[MAX_BUF];
981 static sint8 stat_trans[] = { -1, STR, DEX, CON, INT, WIS, POW, CHA };
982
983 if (keynum > 0 && keynum <= 7)
984 {
985 if (op->contr->Swap_First == -1)
986 {
987 op->contr->Swap_First = stat_trans[keynum];
988 sprintf (buf, "%s ->", short_stat_name[stat_trans[keynum]]);
989 new_draw_info (NDI_UNIQUE, 0, op, buf); 858 //new_draw_info (NDI_UNIQUE, 0, op, " ");
990 }
991 else
992 Swap_Stat (op, stat_trans[keynum]);
993
994 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR, "");
995 return 1;
996 }
997 switch (key)
998 {
999 case 'n':
1000 case 'N':
1001 {
1002 SET_FLAG (op, FLAG_WIZ);
1003 if (op->map == NULL)
1004 {
1005 LOG (llevError, "Map == NULL in state 2\n");
1006 break;
1007 }
1008
1009#if 0
1010 /* So that enter_exit will put us at startx/starty */
1011 op->x = -1;
1012
1013 enter_exit (op, NULL);
1014#endif
1015 SET_ANIMATION (op, 2); /* So player faces south */
1016 /* Enter exit adds a player otherwise */
1017 add_statbonus (op);
1018 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR,
1019 "Now choose a character.\nPress any key to change outlook.\nPress `d' when you're pleased.\n");
1020 op->contr->state = ST_CHANGE_CLASS;
1021 if (op->msg)
1022 new_draw_info (NDI_BLUE, 0, op, op->msg);
1023 return 0;
1024 }
1025 case 'y':
1026 case 'Y':
1027 roll_stats (op);
1028 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR, "");
1029 return 1;
1030
1031 case 'q':
1032 case 'Q':
1033 play_again (op);
1034 return 1;
1035
1036 default:
1037 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR, "Yes, No, Quit or 1-6. Roll again?");
1038 return 0;
1039 }
1040 return 0;
1041} 859}
1042 860
1043/* This function takes the key that is passed, and does the 861/* This function takes the key that is passed, and does the
1044 * appropriate action with it (change race, or other things). 862 * appropriate action with it (change race, or other things).
1045 * The function name is for historical reasons - now we have 863 * The function name is for historical reasons - now we have
1046 * separate race and class; this actually changes the RACE, 864 * separate race and class; this actually changes the RACE,
1047 * not the class. 865 * not the class.
1048 */ 866 */
1049
1050int 867int
1051key_change_class (object *op, char key) 868key_change_class (object *op, char key)
1052{ 869{
1053 int tmp_loop; 870 int tmp_loop;
1054 871
1055 if (key == 'q' || key == 'Q')
1056 {
1057 op->remove ();
1058 play_again (op);
1059 return 0;
1060 }
1061 if (key == 'd' || key == 'D') 872 if (key == 'd' || key == 'D')
1062 { 873 {
1063 char buf[MAX_BUF]; 874 char buf[MAX_BUF];
1064 875
1065 /* this must before then initial items are given */ 876 /* this must before then initial items are given */
1066 esrv_new_player (op->contr, op->weight + op->carrying); 877 esrv_new_player (op->contr, op->weight + op->carrying);
878
1067 create_treasure (find_treasurelist ("starting_wealth"), op, 0, 0, 0); 879 treasurelist *tl = find_treasurelist ("starting_wealth");
880 if (tl)
881 create_treasure (tl, op, 0, 0, 0);
1068 882
1069 INVOKE_PLAYER (BIRTH, op->contr); 883 INVOKE_PLAYER (BIRTH, op->contr);
1070 INVOKE_PLAYER (LOGIN, op->contr); 884 INVOKE_PLAYER (LOGIN, op->contr);
1071 885
1072 op->contr->state = ST_PLAYING; 886 op->contr->ns->state = ST_PLAYING;
1073 887
1074 if (op->msg) 888 if (op->msg)
1075 op->msg = NULL; 889 op->msg = NULL;
1076 890
1077 /* We create this now because some of the unique maps will need it 891 /* We create this now because some of the unique maps will need it
1078 * to save here. 892 * to save here.
1079 */ 893 */
1080 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &op->name); 894 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &op->name);
1081 make_path_to_file (buf); 895 make_path_to_file (buf);
1082 896
1083#ifdef AUTOSAVE
1084 op->contr->last_save_tick = pticks;
1085#endif
1086 start_info (op); 897 start_info (op);
1087 CLEAR_FLAG (op, FLAG_WIZ); 898 CLEAR_FLAG (op, FLAG_WIZ);
1088 give_initial_items (op, op->randomitems); 899 give_initial_items (op, op->randomitems);
1089 link_player_skills (op); 900 link_player_skills (op);
1090 esrv_send_inventory (op, op); 901 esrv_send_inventory (op, op);
1091 fix_player (op); 902 op->update_stats ();
1092 903
1093 /* This moves the player to a different start map, if there 904 /* This moves the player to a different start map, if there
1094 * is one for this race 905 * is one for this race
1095 */ 906 */
1096 if (*first_map_ext_path) 907 if (*first_map_ext_path)
1097 { 908 {
1098 object *tmp; 909 object *tmp;
1099 char mapname[MAX_BUF]; 910 char mapname[MAX_BUF];
1100 911
1101 snprintf (mapname, MAX_BUF - 1, "%s/%s", first_map_ext_path, &op->arch->name); 912 snprintf (mapname, MAX_BUF - 1, "%s/%s", &first_map_ext_path, &op->arch->name);
1102 tmp = get_object (); 913 tmp = object::create ();
1103 EXIT_PATH (tmp) = mapname; 914 EXIT_PATH (tmp) = mapname;
1104 EXIT_X (tmp) = op->x; 915 EXIT_X (tmp) = op->x;
1105 EXIT_Y (tmp) = op->y; 916 EXIT_Y (tmp) = op->y;
1106 enter_exit (op, tmp); /* we don't really care if it succeeded; 917 op->enter_exit (tmp); /* we don't really care if it succeeded;
1107 * if the map isn't there, then stay on the 918 * if the map isn't there, then stay on the
1108 * default initial map */ 919 * default initial map */
1109 tmp->destroy (0); 920 tmp->destroy ();
1110 } 921 }
1111 else 922 else
1112 {
1113 LOG (llevDebug, "first_map_ext_path not set\n"); 923 LOG (llevDebug, "first_map_ext_path not set\n");
1114 } 924
1115 return 0; 925 return 0;
1116 } 926 }
1117 927
1118 /* Following actually changes the race - this is the default command 928 /* Following actually changes the race - this is the default command
1119 * if we don't match with one of the options above. 929 * if we don't match with one of the options above.
1123 while (!tmp_loop) 933 while (!tmp_loop)
1124 { 934 {
1125 shstr name = op->name; 935 shstr name = op->name;
1126 int x = op->x, y = op->y; 936 int x = op->x, y = op->y;
1127 937
1128 remove_statbonus (op); 938 op->remove_statbonus ();
1129 op->remove (); 939 op->remove ();
1130 op->arch = get_player_archetype (op->arch); 940 op->arch = get_player_archetype (op->arch);
1131 copy_object (&op->arch->clone, op); 941 op->arch->clone.copy_to (op);
1132 op->instantiate (); 942 op->instantiate ();
1133 op->stats = op->contr->orig_stats; 943 op->stats = op->contr->orig_stats;
1134 op->name = op->name_pl = name; 944 op->name = op->name_pl = name;
1135 op->x = x; 945 op->x = x;
1136 op->y = y; 946 op->y = y;
1137 SET_ANIMATION (op, 2); /* So player faces south */ 947 SET_ANIMATION (op, 2); /* So player faces south */
1138 insert_ob_in_map (op, op->map, op, 0); 948 insert_ob_in_map (op, op->map, op, 0);
1139 assign (op->contr->title, op->arch->clone.name); 949 assign (op->contr->title, op->arch->clone.name);
1140 add_statbonus (op); 950 op->add_statbonus ();
1141 tmp_loop = allowed_class (op); 951 tmp_loop = allowed_class (op);
1142 } 952 }
1143 953
1144 update_object (op, UP_OBJ_FACE); 954 update_object (op, UP_OBJ_FACE);
1145 esrv_update_item (UPD_FACE, op, op); 955 esrv_update_item (UPD_FACE, op, op);
1146 fix_player (op); 956 op->update_stats ();
1147 op->stats.hp = op->stats.maxhp; 957 op->stats.hp = op->stats.maxhp;
1148 op->stats.sp = op->stats.maxsp; 958 op->stats.sp = op->stats.maxsp;
1149 op->stats.grace = 0; 959 op->stats.grace = 0;
1150 960
1151 if (op->msg) 961 if (op->msg)
1152 new_draw_info (NDI_BLUE, 0, op, op->msg); 962 new_draw_info (NDI_BLUE, 0, op, op->msg);
1153 963
1154 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR, "Press any key for the next race.\nPress `d' to play this race.\n"); 964 send_query (op->contr->ns, CS_QUERY_SINGLECHAR, "Press any key for the next race.\nPress `d' to play this race.\n");
1155 return 0; 965 return 0;
1156}
1157
1158int
1159key_confirm_quit (object *op, char key)
1160{
1161 char buf[MAX_BUF];
1162
1163 if (key != 'y' && key != 'Y' && key != 'q' && key != 'Q')
1164 {
1165 op->contr->state = ST_PLAYING;
1166 new_draw_info (NDI_UNIQUE, 0, op, "OK, continuing to play.");
1167 return 1;
1168 }
1169
1170 INVOKE_PLAYER (LOGOUT, op->contr);
1171 INVOKE_PLAYER (QUIT, op->contr);
1172
1173 terminate_all_pets (op);
1174 leave_map (op);
1175 op->direction = 0;
1176 new_draw_info_format (NDI_UNIQUE | NDI_ALL, 5, NULL, "%s quits the game.", &op->name);
1177
1178 strcpy (op->contr->killer, "quit");
1179 check_score (op);
1180 op->contr->party = NULL;
1181 if (settings.set_title == TRUE)
1182 op->contr->own_title[0] = '\0';
1183
1184 if (!QUERY_FLAG (op, FLAG_WAS_WIZ))
1185 {
1186 maptile *mp, *next;
1187
1188 /* We need to hunt for any per player unique maps in memory and
1189 * get rid of them. The trailing slash in the path is intentional,
1190 * so that players named 'Ab' won't match against players 'Abe' pathname
1191 */
1192 sprintf (buf, "%s/%s/%s/", settings.localdir, settings.playerdir, &op->name);
1193 for (mp = first_map; mp != NULL; mp = next)
1194 {
1195 next = mp->next;
1196 if (!strncmp (mp->path, buf, strlen (buf)))
1197 delete_map (mp);
1198 }
1199
1200 delete_character (op->name, 1);
1201 }
1202
1203 play_again (op);
1204 return 1;
1205} 966}
1206 967
1207void 968void
1208flee_player (object *op) 969flee_player (object *op)
1209{ 970{
1239 { 1000 {
1240 op->enemy = NULL; 1001 op->enemy = NULL;
1241 CLEAR_FLAG (op, FLAG_SCARED); 1002 CLEAR_FLAG (op, FLAG_SCARED);
1242 return; 1003 return;
1243 } 1004 }
1005
1244 get_rangevector (op, op->enemy, &rv, 0); 1006 get_rangevector (op, op->enemy, &rv, 0);
1245 1007
1246 dir = absdir (4 + rv.direction); 1008 dir = absdir (4 + rv.direction);
1247 for (diff = 0; diff < 3; diff++) 1009 for (diff = 0; diff < 3; diff++)
1248 { 1010 {
1249 int m = 1 - (RANDOM () & 2); 1011 int m = 1 - (RANDOM () & 2);
1250 1012
1251 if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op))) 1013 if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op)))
1252 {
1253 return; 1014 return;
1254 }
1255 } 1015 }
1016
1256 /* Cornered, get rid of scared */ 1017 /* Cornered, get rid of scared */
1257 CLEAR_FLAG (op, FLAG_SCARED); 1018 CLEAR_FLAG (op, FLAG_SCARED);
1258 op->enemy = NULL; 1019 op->enemy = NULL;
1259} 1020}
1260 1021
1346 sprintf (putstring, "item name: %s item type: %d weight/value: %d", 1107 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1347 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); 1108 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1348 else 1109 else
1349 sprintf (putstring, "item name: %s item type: %d weight/value: %d", 1110 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1350 &tmp->arch->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); 1111 &tmp->arch->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1112
1351 new_draw_info (NDI_UNIQUE, 0, op, putstring); 1113 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1352
1353 sprintf (putstring, "...flags: ");
1354 for (k = 0; k < 4; k++)
1355 {
1356 for (j = 0; j < 32; j++)
1357 {
1358 if ((tmp->flags[k] >> j) & 0x01)
1359 {
1360 sprintf (tmpstr, "%d ", k * 32 + j);
1361 strcat (putstring, tmpstr);
1362 }
1363 }
1364 }
1365 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1366
1367#if 0
1368 /* print the flags too */
1369 for (k = 0; k < 4; k++)
1370 {
1371 fprintf (stderr, "%d [%d] ", k, k * 32 + 31);
1372 for (j = 0; j < 32; j++)
1373 {
1374 fprintf (stderr, "%d", tmp->flags[k] >> (31 - j) & 0x01);
1375 if (!((j + 1) % 4))
1376 fprintf (stderr, " ");
1377 }
1378 fprintf (stderr, " [%d]\n", k * 32);
1379 }
1380#endif
1381 } 1114 }
1115
1382 /* philosophy: 1116 /* philosophy:
1383 * It's easy to grab an item type from a pile, as long as it's 1117 * It's easy to grab an item type from a pile, as long as it's
1384 * generic. This takes no game-time. For more detailed pickups 1118 * generic. This takes no game-time. For more detailed pickups
1385 * and selections, select-items shoul dbe used. This is a 1119 * and selections, select-items should be used. This is a
1386 * grab-as-you-run type mode that's really useful for arrows for 1120 * grab-as-you-run type mode that's really useful for arrows for
1387 * example. 1121 * example.
1388 * The drawback: right now it has no frontend, so you need to 1122 * The drawback: right now it has no frontend, so you need to
1389 * stick the bits you want into a calculator in hex mode and then 1123 * stick the bits you want into a calculator in hex mode and then
1390 * convert to decimal and then 'pickup <#> 1124 * convert to decimal and then 'pickup <#>
1816 if (!dir) 1550 if (!dir)
1817 { 1551 {
1818 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!"); 1552 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!");
1819 return 0; 1553 return 0;
1820 } 1554 }
1555
1821 if (op->type == PLAYER) 1556 if (op->type == PLAYER)
1822 bow = op->contr->ranges[range_bow]; 1557 bow = op->contr->ranges[range_bow];
1823 else 1558 else
1824 { 1559 {
1825 for (bow = op->inv; bow; bow = bow->below) 1560 for (bow = op->inv; bow; bow = bow->below)
1833 { 1568 {
1834 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name); 1569 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1835 return 0; 1570 return 0;
1836 } 1571 }
1837 } 1572 }
1573
1838 if (!bow->race || !bow->skill) 1574 if (!bow->race || !bow->skill)
1839 { 1575 {
1840 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name); 1576 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name);
1841 return 0; 1577 return 0;
1842 } 1578 }
1844 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex]; 1580 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex];
1845 1581
1846 /* penalize ROF for bestarrow */ 1582 /* penalize ROF for bestarrow */
1847 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow) 1583 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow)
1848 bowspeed -= dex_bonus[op->stats.Dex] + 5; 1584 bowspeed -= dex_bonus[op->stats.Dex] + 5;
1585
1849 if (bowspeed < 1) 1586 if (bowspeed < 1)
1850 bowspeed = 1; 1587 bowspeed = 1;
1851 1588
1852 if (arrow == NULL) 1589 if (arrow == NULL)
1853 { 1590 {
1859 else 1596 else
1860 CLEAR_FLAG (op, FLAG_READY_BOW); 1597 CLEAR_FLAG (op, FLAG_READY_BOW);
1861 return 0; 1598 return 0;
1862 } 1599 }
1863 } 1600 }
1601
1864 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy); 1602 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy);
1865 if (mflags & P_OUT_OF_MAP) 1603 if (mflags & P_OUT_OF_MAP)
1866 {
1867 return 0; 1604 return 0;
1868 } 1605
1869 if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW) 1606 if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW)
1870 { 1607 {
1871 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way."); 1608 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way.");
1872 return 0; 1609 return 0;
1873 } 1610 }
1874 1611
1875 /* this should not happen, but sometimes does */ 1612 /* this should not happen, but sometimes does */
1876 if (arrow->nrof == 0) 1613 if (arrow->nrof == 0)
1877 { 1614 {
1878 arrow->remove ();
1879 arrow->destroy (0); 1615 arrow->destroy ();
1880 return 0; 1616 return 0;
1881 } 1617 }
1882 1618
1883 left = arrow; /* these are arrows left to the player */ 1619 left = arrow; /* these are arrows left to the player */
1884 arrow = get_split_ob (arrow, 1); 1620 arrow = get_split_ob (arrow, 1);
1885 if (arrow == NULL) 1621 if (!arrow)
1886 { 1622 {
1887 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race); 1623 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1888 return 0; 1624 return 0;
1889 } 1625 }
1890 set_owner (arrow, op); 1626
1627 arrow->set_owner (op);
1891 arrow->skill = bow->skill; 1628 arrow->skill = bow->skill;
1892
1893 arrow->direction = dir; 1629 arrow->direction = dir;
1894 arrow->x = sx;
1895 arrow->y = sy;
1896 1630
1897 if (op->type == PLAYER) 1631 if (op->type == PLAYER)
1898 { 1632 {
1899 op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed; 1633 op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed;
1900 fix_player (op); 1634 op->update_stats ();
1901 } 1635 }
1902 1636
1903 SET_ANIMATION (arrow, arrow->direction); 1637 SET_ANIMATION (arrow, arrow->direction);
1904 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */ 1638 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */
1905 arrow->stats.hp = arrow->stats.dam; 1639 arrow->stats.hp = arrow->stats.dam;
1906 arrow->stats.grace = arrow->attacktype; 1640 arrow->stats.grace = arrow->attacktype;
1907 if (arrow->slaying != NULL) 1641 if (arrow->slaying != NULL)
1908 arrow->spellarg = strdup_local (arrow->slaying); 1642 arrow->spellarg = strdup (arrow->slaying);
1909 1643
1910 /* Note that this was different for monsters - they got their level 1644 /* Note that this was different for monsters - they got their level
1911 * added to the damage. I think the strength bonus is more proper. 1645 * added to the damage. I think the strength bonus is more proper.
1912 */ 1646 */
1913 1647
1915 1649
1916 /* update the speed */ 1650 /* update the speed */
1917 arrow->speed = (float) ((QUERY_FLAG (bow, FLAG_NO_STRENGTH) ? 1651 arrow->speed = (float) ((QUERY_FLAG (bow, FLAG_NO_STRENGTH) ?
1918 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.0 + (float) bow->stats.dam / 7.0; 1652 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.0 + (float) bow->stats.dam / 7.0;
1919 1653
1920 if (arrow->speed < 1.0) 1654 arrow->set_speed (max (arrow->speed, 1.0));
1921 arrow->speed = 1.0;
1922 update_ob_speed (arrow);
1923 arrow->speed_left = 0; 1655 arrow->speed_left = 0;
1924 1656
1925 if (op->type == PLAYER) 1657 if (op->type == PLAYER)
1926 { 1658 {
1927 arrow->stats.wc = 20 - bow->magic - arrow->magic - 1659 arrow->stats.wc = 20 - bow->magic - arrow->magic -
1937 } 1669 }
1938 1670
1939 if (arrow->attacktype == AT_PHYSICAL) 1671 if (arrow->attacktype == AT_PHYSICAL)
1940 arrow->attacktype |= bow->attacktype; 1672 arrow->attacktype |= bow->attacktype;
1941 1673
1942 if (bow->slaying != NULL) 1674 if (bow->slaying)
1943 arrow->slaying = bow->slaying; 1675 arrow->slaying = bow->slaying;
1944 1676
1945 arrow->map = m;
1946 arrow->move_type = MOVE_FLY_LOW; 1677 arrow->move_type = MOVE_FLY_LOW;
1947 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1678 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1948 1679
1949 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW); 1680 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW);
1950 insert_ob_in_map (arrow, m, op, 0); 1681 m->insert (arrow, sx, sy, op);
1951 1682
1952 if (!arrow->destroyed ()) 1683 if (!arrow->destroyed ())
1953 move_arrow (arrow); 1684 move_arrow (arrow);
1954 1685
1955 if (op->type == PLAYER) 1686 if (op->type == PLAYER)
1981 } 1712 }
1982 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw) 1713 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw)
1983 { 1714 {
1984 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1)) 1715 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1))
1985 wcmod = -1; 1716 wcmod = -1;
1717
1986 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y); 1718 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y);
1987 } 1719 }
1988 else if (op->contr->bowtype == bow_threewide) 1720 else if (op->contr->bowtype == bow_threewide)
1989 { 1721 {
1990 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1722 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
2060 1792
2061 if (item->arch) 1793 if (item->arch)
2062 { 1794 {
2063 CLEAR_FLAG (item, FLAG_ANIMATE); 1795 CLEAR_FLAG (item, FLAG_ANIMATE);
2064 item->face = item->arch->clone.face; 1796 item->face = item->arch->clone.face;
2065 item->speed = 0; 1797 item->set_speed (0);
2066 update_ob_speed (item);
2067 } 1798 }
1799
2068 if ((tmp = is_player_inv (item))) 1800 if ((tmp = item->in_player ()))
2069 esrv_update_item (UPD_ANIM, tmp, item); 1801 esrv_update_item (UPD_ANIM, tmp, item);
2070 } 1802 }
2071 } 1803 }
2072 else if (item->type == ROD || item->type == HORN) 1804 else if (item->type == ROD || item->type == HORN)
2073 {
2074 drain_rod_charge (item); 1805 drain_rod_charge (item);
2075 }
2076 } 1806 }
2077} 1807}
2078 1808
2079/* Received a fire command for the player - go and do it. 1809/* Received a fire command for the player - go and do it.
2080 */ 1810 */
2119 { 1849 {
2120 if (op->type == PLAYER) 1850 if (op->type == PLAYER)
2121 new_draw_info (NDI_UNIQUE, 0, op, "You have no applicable skill to use."); 1851 new_draw_info (NDI_UNIQUE, 0, op, "You have no applicable skill to use.");
2122 return; 1852 return;
2123 } 1853 }
1854
2124 (void) do_skill (op, op, op->chosen_skill, dir, NULL); 1855 do_skill (op, op, op->chosen_skill, dir, NULL);
2125 return; 1856 return;
2126 case range_builder: 1857 case range_builder:
2127 apply_map_builder (op, dir); 1858 apply_map_builder (op, dir);
2128 return; 1859 return;
2129 default: 1860 default:
2223 * 0 otherwise 1954 * 0 otherwise
2224 */ 1955 */
2225static int 1956static int
2226player_attack_door (object *op, object *door) 1957player_attack_door (object *op, object *door)
2227{ 1958{
2228
2229 /* If its a door, try to find a use a key. If we do destroy the door, 1959 /* If its a door, try to find a use a key. If we do destroy the door,
2230 * might as well return immediately as there is nothing more to do - 1960 * might as well return immediately as there is nothing more to do -
2231 * otherwise, we fall through to the rest of the code. 1961 * otherwise, we fall through to the rest of the code.
2232 */ 1962 */
2233 object *key = find_key (op, op, door); 1963 object *key = find_key (op, op, door);
2271 * It should keep the code cleaner. 2001 * It should keep the code cleaner.
2272 * When this is called, the players direction has been updated 2002 * When this is called, the players direction has been updated
2273 * (taking into account confusion.) The player is also actually 2003 * (taking into account confusion.) The player is also actually
2274 * going to try and move (not fire weapons). 2004 * going to try and move (not fire weapons).
2275 */ 2005 */
2276
2277void 2006void
2278move_player_attack (object *op, int dir) 2007move_player_attack (object *op, int dir)
2279{ 2008{
2280 object *tmp, *mon; 2009 object *tmp, *mon;
2281 sint16 nx, ny; 2010 sint16 nx, ny;
2283 maptile *m; 2012 maptile *m;
2284 2013
2285 nx = freearr_x[dir] + op->x; 2014 nx = freearr_x[dir] + op->x;
2286 ny = freearr_y[dir] + op->y; 2015 ny = freearr_y[dir] + op->y;
2287 2016
2288 on_battleground = op_on_battleground (op, NULL, NULL); 2017 on_battleground = op_on_battleground (op, 0, 0);
2289 2018
2290 /* If braced, or can't move to the square, and it is not out of the 2019 /* If braced, or can't move to the square, and it is not out of the
2291 * map, attack it. Note order of if statement is important - don't 2020 * map, attack it. Note order of if statement is important - don't
2292 * want to be calling move_ob if braced, because move_ob will move the 2021 * want to be calling move_ob if braced, because move_ob will move the
2293 * player. This is a pretty nasty hack, because if we could 2022 * player. This is a pretty nasty hack, because if we could
2298 */ 2027 */
2299 if ((op->contr->braced || !move_ob (op, dir, op)) && !out_of_map (op->map, nx, ny)) 2028 if ((op->contr->braced || !move_ob (op, dir, op)) && !out_of_map (op->map, nx, ny))
2300 { 2029 {
2301 if (OUT_OF_REAL_MAP (op->map, nx, ny)) 2030 if (OUT_OF_REAL_MAP (op->map, nx, ny))
2302 { 2031 {
2303 m = get_map_from_coord (op->map, &nx, &ny); 2032 m = op->map->xy_find (nx, ny);
2304 if (!m) 2033 if (!m)
2305 return; /* Don't think this should happen */ 2034 return; /* Don't think this should happen */
2306 } 2035 }
2307 else 2036 else
2308 m = op->map; 2037 m = op->map;
2309 2038
2310 if ((tmp = get_map_ob (m, nx, ny)) == NULL) 2039 if (!(tmp = m->at (nx, ny).bot))
2311 {
2312 /* LOG(llevError,"player_move_attack: get_map_ob returns NULL, but player can not more there.\n"); */
2313 return; 2040 return;
2314 }
2315 2041
2316 mon = NULL; 2042 mon = 0;
2317 /* Go through all the objects, and find ones of interest. Only stop if 2043 /* Go through all the objects, and find ones of interest. Only stop if
2318 * we find a monster - that is something we know we want to attack. 2044 * we find a monster - that is something we know we want to attack.
2319 * if its a door or barrel (can roll) see if there may be monsters 2045 * if its a door or barrel (can roll) see if there may be monsters
2320 * on the space 2046 * on the space
2321 */ 2047 */
2322 while (tmp != NULL) 2048 while (tmp)
2323 { 2049 {
2324 if (tmp == op) 2050 if (tmp == op)
2325 { 2051 {
2326 tmp = tmp->above; 2052 tmp = tmp->above;
2327 continue; 2053 continue;
2337 mon = tmp; 2063 mon = tmp;
2338 2064
2339 tmp = tmp->above; 2065 tmp = tmp->above;
2340 } 2066 }
2341 2067
2342 if (mon == NULL) /* This happens anytime the player tries to move */ 2068 if (!mon) /* This happens anytime the player tries to move */
2343 return; /* into a wall */ 2069 return; /* into a wall */
2344 2070
2345 if (mon->head != NULL) 2071 if (mon->head)
2346 mon = mon->head; 2072 mon = mon->head;
2347 2073
2348 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR)) 2074 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR))
2349 if (player_attack_door (op, mon)) 2075 if (player_attack_door (op, mon))
2350 return; 2076 return;
2362 * player owns it and it is either friendly or unagressive. 2088 * player owns it and it is either friendly or unagressive.
2363 */ 2089 */
2364 if ((op->type == PLAYER) 2090 if ((op->type == PLAYER)
2365#if COZY_SERVER 2091#if COZY_SERVER
2366 && 2092 &&
2367 ((get_owner (mon) && get_owner (mon)->contr 2093 ((mon->owner && mon->owner->contr
2368 && same_party (get_owner (mon)->contr->party, op->contr->party)) || get_owner (mon) == op) 2094 && same_party (mon->owner->contr->party, op->contr->party)) || mon->owner == op)
2369#else 2095#else
2370 && get_owner (mon) == op 2096 && mon->owner == op
2371#endif 2097#endif
2372 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))) 2098 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
2373 { 2099 {
2374 /* If we're braced, we don't want to switch places with it */ 2100 /* If we're braced, we don't want to switch places with it */
2375 if (op->contr->braced) 2101 if (op->contr->braced)
2376 return; 2102 return;
2103
2377 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 2104 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2378 (void) push_ob (mon, dir, op); 2105 (void) push_ob (mon, dir, op);
2379 if (op->contr->tmp_invis || op->hide) 2106 if (op->contr->tmp_invis || op->hide)
2380 make_visible (op); 2107 make_visible (op);
2108
2381 return; 2109 return;
2382 } 2110 }
2383 2111
2384 /* in certain circumstances, you shouldn't attack friendly 2112 /* in certain circumstances, you shouldn't attack friendly
2385 * creatures. Note that if you are braced, you can't push 2113 * creatures. Note that if you are braced, you can't push
2387 * attack them either. 2115 * attack them either.
2388 */ 2116 */
2389 if ((mon->type == PLAYER || mon->enemy != op) && 2117 if ((mon->type == PLAYER || mon->enemy != op) &&
2390 (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)) && ( 2118 (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)) && (
2391#ifdef PROHIBIT_PLAYERKILL 2119#ifdef PROHIBIT_PLAYERKILL
2392 (op->contr->peaceful 2120 (op->contr->peaceful
2393 || (mon->type == PLAYER 2121 || (mon->type == PLAYER
2394 && mon->contr-> 2122 && mon->contr->
2395 peaceful)) && 2123 peaceful)) &&
2396#else 2124#else
2397 op->contr->peaceful && 2125 op->contr->peaceful &&
2398#endif 2126#endif
2399 !on_battleground)) 2127 !on_battleground))
2400 { 2128 {
2401 if (!op->contr->braced) 2129 if (!op->contr->braced)
2402 { 2130 {
2403 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 2131 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2404 (void) push_ob (mon, dir, op); 2132 push_ob (mon, dir, op);
2405 } 2133 }
2406 else 2134 else
2407 {
2408 new_draw_info (0, 0, op, "You withhold your attack"); 2135 new_draw_info (0, 0, op, "You withhold your attack");
2409 } 2136
2410 if (op->contr->tmp_invis || op->hide) 2137 if (op->contr->tmp_invis || op->hide)
2411 make_visible (op); 2138 make_visible (op);
2412 } 2139 }
2413 2140
2414 /* If the object is a boulder or other rollable object, then 2141 /* If the object is a boulder or other rollable object, then
2425 * Way it works is like this: First, it must have some hit points 2152 * Way it works is like this: First, it must have some hit points
2426 * and be living. Then, it must be one of the following: 2153 * and be living. Then, it must be one of the following:
2427 * 1) Not a player, 2) A player, but of a different party. Note 2154 * 1) Not a player, 2) A player, but of a different party. Note
2428 * that party_number -1 is no party, so attacks can still happen. 2155 * that party_number -1 is no party, so attacks can still happen.
2429 */ 2156 */
2430
2431 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) && 2157 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) &&
2432 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party))) 2158 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party)))
2433 { 2159 {
2434 2160
2435 /* If the player hasn't hit something this tick, and does 2161 /* If the player hasn't hit something this tick, and does
2442 op->speed_left += op->speed / op->contr->weapon_sp; 2168 op->speed_left += op->speed / op->contr->weapon_sp;
2443 2169
2444 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */ 2170 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */
2445 } 2171 }
2446 2172
2447 skill_attack (mon, op, 0, NULL, NULL); 2173 skill_attack (mon, op, 0, 0, 0);
2448 2174
2449 /* If attacking another player, that player gets automatic 2175 /* If attacking another player, that player gets automatic
2450 * hitback, and doesn't loose luck either. 2176 * hitback, and doesn't loose luck either.
2451 * Disable hitback on the battleground or if the target is 2177 * Disable hitback on the battleground or if the target is
2452 * the wiz. 2178 * the wiz.
2454 if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit && !on_battleground && !QUERY_FLAG (mon, FLAG_WIZ)) 2180 if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit && !on_battleground && !QUERY_FLAG (mon, FLAG_WIZ))
2455 { 2181 {
2456 short luck = mon->stats.luck; 2182 short luck = mon->stats.luck;
2457 2183
2458 mon->contr->has_hit = 1; 2184 mon->contr->has_hit = 1;
2459 skill_attack (op, mon, 0, NULL, NULL); 2185 skill_attack (op, mon, 0, 0, 0);
2460 mon->stats.luck = luck; 2186 mon->stats.luck = luck;
2461 } 2187 }
2188
2462 if (action_makes_visible (op)) 2189 if (action_makes_visible (op))
2463 make_visible (op); 2190 make_visible (op);
2464 } 2191 }
2465 } /* if player should attack something */ 2192 } /* if player should attack something */
2466} 2193}
2468int 2195int
2469move_player (object *op, int dir) 2196move_player (object *op, int dir)
2470{ 2197{
2471 int pick; 2198 int pick;
2472 2199
2473 if (op->map == NULL || op->map->in_memory != MAP_IN_MEMORY) 2200 if (!op->map || op->map->in_memory != MAP_IN_MEMORY)
2474 return 0; 2201 return 0;
2475 2202
2476 /* Sanity check: make sure dir is valid */ 2203 /* Sanity check: make sure dir is valid */
2477 if ((dir < 0) || (dir >= 9)) 2204 if ((dir < 0) || (dir >= 9))
2478 { 2205 {
2479 LOG (llevError, "move_player: invalid direction %d\n", dir); 2206 LOG (llevError, "move_player: invalid direction %d\n", dir);
2480 return 0; 2207 return 0;
2481 } 2208 }
2482 2209
2483 /* peterm: added following line */ 2210 /* peterm: added following line */
2484 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir) 2211 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir)
2485 dir = absdir (dir + RANDOM () % 3 + RANDOM () % 3 - 2); 2212 dir = absdir (dir + RANDOM () % 3 + RANDOM () % 3 - 2);
2486 2213
2487 op->facing = dir; 2214 op->facing = dir;
2488 2215
2501 2228
2502 /* Add special check for newcs players and fire on - this way, the 2229 /* Add special check for newcs players and fire on - this way, the
2503 * server can handle repeat firing. 2230 * server can handle repeat firing.
2504 */ 2231 */
2505 if (op->contr->fire_on || (op->contr->run_on && pick != 0)) 2232 if (op->contr->fire_on || (op->contr->run_on && pick != 0))
2506 {
2507 op->direction = dir; 2233 op->direction = dir;
2508 }
2509 else 2234 else
2510 {
2511 op->direction = 0; 2235 op->direction = 0;
2512 } 2236
2513 /* Update how the player looks. Use the facing, so direction may 2237 /* Update how the player looks. Use the facing, so direction may
2514 * get reset to zero. This allows for full animation capabilities 2238 * get reset to zero. This allows for full animation capabilities
2515 * for players. 2239 * for players.
2516 */ 2240 */
2517 animate_object (op, op->facing); 2241 animate_object (op, op->facing);
2569 2293
2570 /* call this here - we also will call this in do_ericserver, but 2294 /* call this here - we also will call this in do_ericserver, but
2571 * the players time has been increased when doericserver has been 2295 * the players time has been increased when doericserver has been
2572 * called, so we recheck it here. 2296 * called, so we recheck it here.
2573 */ 2297 */
2574 HandleClient (&op->contr->socket, op->contr); 2298 if (op->contr->ns->handle_command ())
2299 return 1;
2300
2575 if (op->speed_left < 0) 2301 if (op->speed_left > 0)
2576 return 0; 2302 {
2577
2578 if (op->direction && (op->contr->run_on || op->contr->fire_on)) 2303 if (op->direction && (op->contr->run_on || op->contr->fire_on))
2579 { 2304 {
2580 /* All move commands take 1 tick, at least for now */ 2305 /* All move commands take 1 tick, at least for now */
2581 op->speed_left--; 2306 op->speed_left--;
2582 2307
2583 /* Instead of all the stuff below, let move_player take care 2308 /* Instead of all the stuff below, let move_player take care
2584 * of it. Also, some of the skill stuff is only put in 2309 * of it. Also, some of the skill stuff is only put in
2585 * there, as well as the confusion stuff. 2310 * there, as well as the confusion stuff.
2586 */ 2311 */
2587 move_player (op, op->direction); 2312 move_player (op, op->direction);
2588 if (op->speed_left > 0) 2313
2589 return 1; 2314 return op->speed_left > 0;
2590 else 2315 }
2591 return 0;
2592 } 2316 }
2317
2593 return 0; 2318 return 0;
2594} 2319}
2595 2320
2596int 2321int
2597save_life (object *op) 2322save_life (object *op)
2598{ 2323{
2599 object *tmp;
2600
2601 if (!QUERY_FLAG (op, FLAG_LIFESAVE)) 2324 if (!QUERY_FLAG (op, FLAG_LIFESAVE))
2602 return 0; 2325 return 0;
2603 2326
2604 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 2327 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2605 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE)) 2328 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE))
2606 { 2329 {
2607 play_sound_map (op->map, op->x, op->y, SOUND_OB_EVAPORATE); 2330 play_sound_map (op->map, op->x, op->y, SOUND_OB_EVAPORATE);
2608 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp)); 2331 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp));
2332
2609 if (op->contr) 2333 if (op->contr)
2610 esrv_del_item (op->contr, tmp->count); 2334 esrv_del_item (op->contr, tmp->count);
2611 tmp->remove (); 2335
2612 tmp->destroy (0); 2336 tmp->destroy ();
2613 CLEAR_FLAG (op, FLAG_LIFESAVE); 2337 CLEAR_FLAG (op, FLAG_LIFESAVE);
2338
2614 if (op->stats.hp < 0) 2339 if (op->stats.hp < 0)
2615 op->stats.hp = op->stats.maxhp; 2340 op->stats.hp = op->stats.maxhp;
2341
2616 if (op->stats.food < 0) 2342 if (op->stats.food < 0)
2617 op->stats.food = 999; 2343 op->stats.food = 999;
2618 fix_player (op); 2344
2345 op->update_stats ();
2619 return 1; 2346 return 1;
2620 } 2347 }
2348
2621 LOG (llevError, "Error: LIFESAVE set without applied object.\n"); 2349 LOG (llevError, "Error: LIFESAVE set without applied object.\n");
2622 CLEAR_FLAG (op, FLAG_LIFESAVE); 2350 CLEAR_FLAG (op, FLAG_LIFESAVE);
2623 enter_player_savebed (op); /* bring him home. */ 2351 enter_player_savebed (op); /* bring him home. */
2624 return 0; 2352 return 0;
2625} 2353}
2634{ 2362{
2635 object *next; 2363 object *next;
2636 2364
2637 while (op) 2365 while (op)
2638 { 2366 {
2639 next = op->below; /* Make sure we have a good value, in case 2367 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */
2640 * we remove object 'op' 2368
2641 */
2642 if (QUERY_FLAG (op, FLAG_UNPAID)) 2369 if (QUERY_FLAG (op, FLAG_UNPAID))
2643 { 2370 {
2644 op->remove ();
2645 op->x = env->x;
2646 op->y = env->y;
2647 if (env->type == PLAYER) 2371 if (env->type == PLAYER)
2648 esrv_del_item (env->contr, op->count); 2372 esrv_del_item (env->contr, op->count);
2649 insert_ob_in_map (op, env->map, NULL, 0); 2373
2374 op->insert_at (env);
2650 } 2375 }
2651 else if (op->inv) 2376 else if (op->inv)
2652 remove_unpaid_objects (op->inv, env); 2377 remove_unpaid_objects (op->inv, env);
2378
2653 op = next; 2379 op = next;
2654 } 2380 }
2655} 2381}
2656
2657 2382
2658/* 2383/*
2659 * Returns pointer a static string containing gravestone text 2384 * Returns pointer a static string containing gravestone text
2660 * Moved from apply.c to player.c - player.c is what 2385 * Moved from apply.c to player.c - player.c is what
2661 * actually uses this function. player.c may not be quite the 2386 * actually uses this function. player.c may not be quite the
2672 strcpy (buf2, " R.I.P.\n\n"); 2397 strcpy (buf2, " R.I.P.\n\n");
2673 if (op->type == PLAYER) 2398 if (op->type == PLAYER)
2674 sprintf (buf, "%s the %s\n", &op->name, op->contr->title); 2399 sprintf (buf, "%s the %s\n", &op->name, op->contr->title);
2675 else 2400 else
2676 sprintf (buf, "%s\n", &op->name); 2401 sprintf (buf, "%s\n", &op->name);
2402
2677 strncat (buf2, " ", 20 - strlen (buf) / 2); 2403 strncat (buf2, " ", 20 - strlen (buf) / 2);
2678 strcat (buf2, buf); 2404 strcat (buf2, buf);
2679 if (op->type == PLAYER) 2405 if (op->type == PLAYER)
2680 sprintf (buf, "who was in level %d when killed\n", op->level); 2406 sprintf (buf, "who was in level %d when killed\n", op->level);
2681 else 2407 else
2682 sprintf (buf, "who was in level %d when died.\n\n", op->level); 2408 sprintf (buf, "who was in level %d when died.\n\n", op->level);
2409
2683 strncat (buf2, " ", 20 - strlen (buf) / 2); 2410 strncat (buf2, " ", 20 - strlen (buf) / 2);
2684 strcat (buf2, buf); 2411 strcat (buf2, buf);
2685 if (op->type == PLAYER) 2412 if (op->type == PLAYER)
2686 { 2413 {
2687 sprintf (buf, "by %s.\n\n", op->contr->killer); 2414 sprintf (buf, "by %s.\n\n", op->contr->killer);
2688 strncat (buf2, " ", 21 - strlen (buf) / 2); 2415 strncat (buf2, " ", 21 - strlen (buf) / 2);
2689 strcat (buf2, buf); 2416 strcat (buf2, buf);
2690 } 2417 }
2418
2691 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now)); 2419 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now));
2692 strncat (buf2, " ", 20 - strlen (buf) / 2); 2420 strncat (buf2, " ", 20 - strlen (buf) / 2);
2693 strcat (buf2, buf); 2421 strcat (buf2, buf);
2422
2694 return buf2; 2423 return buf2;
2695} 2424}
2696
2697
2698 2425
2699void 2426void
2700do_some_living (object *op) 2427do_some_living (object *op)
2701{ 2428{
2702 int last_food = op->stats.food; 2429 int last_food = op->stats.food;
2711 const int max_grace = 1; 2438 const int max_grace = 1;
2712 2439
2713 if (op->contr->outputs_sync) 2440 if (op->contr->outputs_sync)
2714 { 2441 {
2715 for (i = 0; i < NUM_OUTPUT_BUFS; i++) 2442 for (i = 0; i < NUM_OUTPUT_BUFS; i++)
2716 if (op->contr->outputs[i].buf != NULL && (op->contr->outputs[i].first_update + op->contr->outputs_sync) < (uint16) pticks) 2443 if (op->contr->outputs[i].buf && (op->contr->outputs[i].first_update + op->contr->outputs_sync) < (uint16) pticks)
2717 flush_output_element (op, &op->contr->outputs[i]); 2444 flush_output_element (op, &op->contr->outputs[i]);
2718 } 2445 }
2719 2446
2720 if (op->contr->state == ST_PLAYING) 2447 if (op->contr->ns->state == ST_PLAYING)
2721 { 2448 {
2722
2723 /* these next three if clauses make it possible to SLOW DOWN 2449 /* these next three if clauses make it possible to SLOW DOWN
2724 hp/grace/spellpoint regeneration. */ 2450 hp/grace/spellpoint regeneration. */
2725 if (op->contr->gen_hp >= 0) 2451 if (op->contr->gen_hp >= 0)
2726 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp; 2452 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp;
2727 else 2453 else
2728 { 2454 {
2729 gen_hp = op->stats.maxhp; 2455 gen_hp = op->stats.maxhp;
2730 rate_hp -= rate_hp / 2 * op->contr->gen_hp; 2456 rate_hp -= rate_hp / 2 * op->contr->gen_hp;
2731 } 2457 }
2458
2732 if (op->contr->gen_sp >= 0) 2459 if (op->contr->gen_sp >= 0)
2733 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp; 2460 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp;
2734 else 2461 else
2735 { 2462 {
2736 gen_sp = op->stats.maxsp; 2463 gen_sp = op->stats.maxsp;
2737 rate_sp -= rate_sp / 2 * op->contr->gen_sp; 2464 rate_sp -= rate_sp / 2 * op->contr->gen_sp;
2738 } 2465 }
2466
2739 if (op->contr->gen_grace >= 0) 2467 if (op->contr->gen_grace >= 0)
2740 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace; 2468 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace;
2741 else 2469 else
2742 { 2470 {
2743 gen_grace = op->stats.maxgrace; 2471 gen_grace = op->stats.maxgrace;
2759 op->stats.food += op->contr->digestion; 2487 op->stats.food += op->contr->digestion;
2760 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH)) 2488 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2761 op->stats.food = last_food; 2489 op->stats.food = last_food;
2762 } 2490 }
2763 } 2491 }
2492
2764 if (max_sp > 1) 2493 if (max_sp > 1)
2765 { 2494 {
2766 over_sp = (gen_sp + 10) / rate_sp; 2495 over_sp = (gen_sp + 10) / rate_sp;
2767 if (over_sp > 0) 2496 if (over_sp > 0)
2768 { 2497 {
2769 if (op->stats.sp < op->stats.maxsp) 2498 if (op->stats.sp < op->stats.maxsp)
2770 { 2499 {
2771 op->stats.sp += over_sp > max_sp ? max_sp : over_sp; 2500 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2501
2772 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp)) 2502 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2773 op->stats.sp--; 2503 op->stats.sp--;
2504
2774 if (op->stats.sp > op->stats.maxsp) 2505 if (op->stats.sp > op->stats.maxsp)
2775 op->stats.sp = op->stats.maxsp; 2506 op->stats.sp = op->stats.maxsp;
2776 } 2507 }
2777 op->last_sp = 0; 2508 op->last_sp = 0;
2778 } 2509 }
2779 else 2510 else
2780 {
2781 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10); 2511 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2782 }
2783 } 2512 }
2784 else 2513 else
2785 {
2786 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10); 2514 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2787 }
2788 } 2515 }
2789 2516
2790 /* Regenerate Grace */ 2517 /* Regenerate Grace */
2791 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */ 2518 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */
2792 if (--op->last_grace < 0) 2519 if (--op->last_grace < 0)
2793 { 2520 {
2794 if (op->stats.grace < op->stats.maxgrace / 2) 2521 if (op->stats.grace < op->stats.maxgrace / 2)
2795 op->stats.grace++; /* no penalty in food for regaining grace */ 2522 op->stats.grace++; /* no penalty in food for regaining grace */
2523
2796 if (max_grace > 1) 2524 if (max_grace > 1)
2797 { 2525 {
2798 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace; 2526 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace;
2799 if (over_grace > 0) 2527 if (over_grace > 0)
2800 { 2528 {
2828 op->stats.food += op->contr->digestion; 2556 op->stats.food += op->contr->digestion;
2829 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH)) 2557 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2830 op->stats.food = last_food; 2558 op->stats.food = last_food;
2831 } 2559 }
2832 } 2560 }
2561
2833 if (max_hp > 1) 2562 if (max_hp > 1)
2834 { 2563 {
2835 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp; 2564 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2836 if (over_hp > 0) 2565 if (over_hp > 0)
2837 { 2566 {
2861 2590
2862 if (op->contr->gen_hp > 0) 2591 if (op->contr->gen_hp > 0)
2863 op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1); 2592 op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1);
2864 else 2593 else
2865 op->last_eat = 25 * (1 + bonus) / (penalty + 1); 2594 op->last_eat = 25 * (1 + bonus) / (penalty + 1);
2595
2866 /* dms do not consume food */ 2596 /* dms do not consume food */
2867 if (!QUERY_FLAG (op, FLAG_WIZ)) 2597 if (!QUERY_FLAG (op, FLAG_WIZ))
2868 op->stats.food--; 2598 op->stats.food--;
2869 } 2599 }
2870 }
2871 2600
2872 if (op->contr->state == ST_PLAYING && op->stats.food < 0 && op->stats.hp >= 0) 2601 if (op->stats.food < 0 && op->stats.hp >= 0)
2873 { 2602 {
2874 object *tmp, *flesh = NULL; 2603 object *tmp, *flesh = 0;
2875 2604
2876 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 2605 for (tmp = op->inv; tmp; tmp = tmp->below)
2877 { 2606 {
2878 if (!QUERY_FLAG (tmp, FLAG_UNPAID)) 2607 if (!QUERY_FLAG (tmp, FLAG_UNPAID))
2879 {
2880 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2881 { 2608 {
2609 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2610 {
2882 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); 2611 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2883 manual_apply (op, tmp, 0); 2612 manual_apply (op, tmp, 0);
2884 if (op->stats.food >= 0 || op->stats.hp < 0) 2613 if (op->stats.food >= 0 || op->stats.hp < 0)
2885 break; 2614 break;
2886 } 2615 }
2887 else if (tmp->type == FLESH) 2616 else if (tmp->type == FLESH)
2888 flesh = tmp; 2617 flesh = tmp;
2889 } /* End if paid for object */ 2618 } /* End if paid for object */
2890 } /* end of for loop */ 2619 } /* end of for loop */
2620
2891 /* If player is still starving, it means they don't have any food, so 2621 /* If player is still starving, it means they don't have any food, so
2892 * eat flesh instead. 2622 * eat flesh instead.
2893 */ 2623 */
2894 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh) 2624 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2895 { 2625 {
2896 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); 2626 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2897 manual_apply (op, flesh, 0); 2627 manual_apply (op, flesh, 0);
2898 } 2628 }
2899 } /* end if player is starving */ 2629 }
2900 2630
2901 while (op->stats.food < 0 && op->stats.hp > 0) 2631 while (op->stats.food < 0 && op->stats.hp >= 0)
2902 op->stats.food++, op->stats.hp--; 2632 op->stats.food++, op->stats.hp--;
2903 2633
2904 if (!op->contr->state && !QUERY_FLAG (op, FLAG_WIZ) && (op->stats.hp < 0 || op->stats.food < 0)) 2634 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ))
2905 kill_player (op); 2635 kill_player (op);
2636 }
2906} 2637}
2907
2908
2909 2638
2910/* If the player should die (lack of hp, food, etc), we call this. 2639/* If the player should die (lack of hp, food, etc), we call this.
2911 * op is the player in jeopardy. If the player can not be saved (not 2640 * op is the player in jeopardy. If the player can not be saved (not
2912 * permadeath, no lifesave), this will take care of removing the player 2641 * permadeath, no lifesave), this will take care of removing the player
2913 * file. 2642 * file.
2943 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You have been defeated in combat!"); 2672 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You have been defeated in combat!");
2944 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Local medics have saved your life..."); 2673 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Local medics have saved your life...");
2945 2674
2946 /* restore player */ 2675 /* restore player */
2947 at = archetype::find ("poisoning"); 2676 at = archetype::find ("poisoning");
2948 tmp = present_arch_in_ob (at, op); 2677 if (object *tmp = present_arch_in_ob (at, op))
2949 if (tmp)
2950 { 2678 {
2951 tmp->remove ();
2952 tmp->destroy (0); 2679 tmp->destroy ();
2953 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed"); 2680 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2954 } 2681 }
2955 2682
2956 at = archetype::find ("confusion"); 2683 at = archetype::find ("confusion");
2957 tmp = present_arch_in_ob (at, op); 2684 if (object *tmp = present_arch_in_ob (at, op))
2958 if (tmp)
2959 { 2685 {
2960 tmp->remove ();
2961 tmp->destroy (0); 2686 tmp->destroy ();
2962 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 2687 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2963 } 2688 }
2964 2689
2965 cure_disease (op, 0); /* remove any disease */ 2690 cure_disease (op, 0); /* remove any disease */
2966 op->stats.hp = op->stats.maxhp; 2691 op->stats.hp = op->stats.maxhp;
2967 if (op->stats.food <= 0) 2692 if (op->stats.food <= 0)
2968 op->stats.food = 999; 2693 op->stats.food = 999;
2969 2694
2970 /* create a bodypart-trophy to make the winner happy */ 2695 /* create a bodypart-trophy to make the winner happy */
2971 tmp = arch_to_object (archetype::find ("finger")); 2696 if (object *tmp = arch_to_object (archetype::find ("finger")))
2972 if (tmp != NULL)
2973 { 2697 {
2974 sprintf (buf, "%s's finger", &op->name); 2698 sprintf (buf, "%s's finger", &op->name);
2975 tmp->name = buf; 2699 tmp->name = buf;
2976 sprintf (buf, " This finger has been cut off %s\n" 2700 sprintf (buf, " This finger has been cut off %s\n"
2977 " the %s, when he was defeated at\n level %d by %s.\n", 2701 " the %s, when he was defeated at\n level %d by %s.\n",
2978 &op->name, op->contr->title, (int) (op->level), op->contr->killer); 2702 &op->name, op->contr->title, (int) (op->level), op->contr->killer);
2979 tmp->msg = buf; 2703 tmp->msg = buf;
2980 tmp->value = 0, tmp->material = 0, tmp->type = 0; 2704 tmp->value = 0, tmp->material = 0, tmp->type = 0;
2981 tmp->materialname = NULL; 2705 tmp->materialname = NULL;
2982 tmp->x = op->x, tmp->y = op->y; 2706 tmp->insert_at (op, tmp);
2983 insert_ob_in_map (tmp, op->map, op, 0);
2984 } 2707 }
2985 2708
2986 /* teleport defeated player to new destination */ 2709 /* teleport defeated player to new destination */
2987 transfer_ob (op, x, y, 0, NULL); 2710 transfer_ob (op, x, y, 0, NULL);
2988 op->contr->braced = 0; 2711 op->contr->braced = 0;
2993 2716
2994 command_kill_pets (op, 0); 2717 command_kill_pets (op, 0);
2995 2718
2996 if (op->stats.food < 0) 2719 if (op->stats.food < 0)
2997 { 2720 {
2998 if (op->contr->explore)
2999 {
3000 new_draw_info (NDI_UNIQUE, 0, op, "You would have starved, but you are");
3001 new_draw_info (NDI_UNIQUE, 0, op, "in explore mode, so...");
3002 op->stats.food = 999;
3003 return;
3004 }
3005 sprintf (buf, "%s starved to death.", &op->name); 2721 sprintf (buf, "%s starved to death.", &op->name);
3006 strcpy (op->contr->killer, "starvation"); 2722 strcpy (op->contr->killer, "starvation");
3007 } 2723 }
3008 else 2724 else
3009 {
3010 if (op->contr->explore)
3011 {
3012 new_draw_info (NDI_UNIQUE, 0, op, "You would have died, but you are");
3013 new_draw_info (NDI_UNIQUE, 0, op, "in explore mode, so...");
3014 op->stats.hp = op->stats.maxhp;
3015 return;
3016 }
3017 sprintf (buf, "%s died.", &op->name); 2725 sprintf (buf, "%s died.", &op->name);
3018 } 2726
3019 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0); 2727 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0);
3020 2728
3021 /* save the map location for corpse, gravestone */ 2729 /* save the map location for corpse, gravestone */
3022 x = op->x; 2730 x = op->x;
3023 y = op->y; 2731 y = op->y;
3024 map = op->map; 2732 map = op->map;
3025 2733
3026
3027 if (settings.not_permadeth == TRUE)
3028 {
3029 /* NOT_PERMADEATH code. This basically brings the character back to 2734 /* NOT_PERMADEATH code. This basically brings the character back to
3030 * life if they are dead - it takes some exp and a random stat. 2735 * life if they are dead - it takes some exp and a random stat.
3031 * See the config.h file for a little more in depth detail about this. 2736 * See the config.h file for a little more in depth detail about this.
3032 */ 2737 */
3033 2738
3034 /* Basically two ways to go - remove a stat permanently, or just 2739 /* Basically two ways to go - remove a stat permanently, or just
3035 * make it depletion. This bunch of code deals with that aspect 2740 * make it depletion. This bunch of code deals with that aspect
3036 * of death. 2741 * of death.
3037 */ 2742 */
3038#ifndef COZY_SERVER 2743#ifndef COZY_SERVER
3039 if (settings.balanced_stat_loss) 2744 if (settings.balanced_stat_loss)
3040 { 2745 {
3041 /* If stat loss is permanent, lose one stat only. */ 2746 /* If stat loss is permanent, lose one stat only. */
3042 /* Lower level chars don't lose as many stats because they suffer 2747 /* Lower level chars don't lose as many stats because they suffer
3043 more if they do. */ 2748 more if they do. */
3044 /* Higher level characters can afford things such as potions of 2749 /* Higher level characters can afford things such as potions of
3045 restoration, or better, stat potions. So we slug them that 2750 restoration, or better, stat potions. So we slug them that
3046 little bit harder. */ 2751 little bit harder. */
3047 /* GD */ 2752 /* GD */
3048 if (settings.stat_loss_on_death) 2753 if (settings.stat_loss_on_death)
3049 num_stats_lose = 1; 2754 num_stats_lose = 1;
3050 else
3051 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
3052 }
3053 else 2755 else
3054 { 2756 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
2757 }
2758 else
3055 num_stats_lose = 1; 2759 num_stats_lose = 1;
3056 } 2760
3057 lost_a_stat = 0; 2761 lost_a_stat = 0;
3058 2762
3059 for (z = 0; z < num_stats_lose; z++) 2763 for (z = 0; z < num_stats_lose; z++)
3060 { 2764 {
3061 i = RANDOM () % NUM_STATS; 2765 i = RANDOM () % NUM_STATS;
3062 2766
3063 if (settings.stat_loss_on_death) 2767 if (settings.stat_loss_on_death)
3064 { 2768 {
3065 /* Pick a random stat and take a point off it. Tell the player 2769 /* Pick a random stat and take a point off it. Tell the player
3066 * what he lost. 2770 * what he lost.
3067 */ 2771 */
3068 change_attr_value (&(op->stats), i, -1); 2772 change_attr_value (&(op->stats), i, -1);
3069 check_stat_bounds (&(op->stats)); 2773 check_stat_bounds (&(op->stats));
3070 change_attr_value (&(op->contr->orig_stats), i, -1); 2774 change_attr_value (&(op->contr->orig_stats), i, -1);
3071 check_stat_bounds (&(op->contr->orig_stats)); 2775 check_stat_bounds (&(op->contr->orig_stats));
3072 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]); 2776 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
3073 lost_a_stat = 1; 2777 lost_a_stat = 1;
2778 }
2779 else
2780 {
2781 /* deplete a stat */
2782 archetype *deparch = archetype::find ("depletion");
2783 object *dep;
2784
2785 dep = present_arch_in_ob (deparch, op);
2786 if (!dep)
2787 {
2788 dep = arch_to_object (deparch);
2789 insert_ob_in_ob (dep, op);
3074 } 2790 }
3075 else 2791 lose_this_stat = 1;
2792 if (settings.balanced_stat_loss)
3076 { 2793 {
3077 /* deplete a stat */ 2794 /* GD */
3078 archetype *deparch = archetype::find ("depletion"); 2795 /* Get the stat that we're about to deplete. */
3079 object *dep; 2796 this_stat = get_attr_value (&(dep->stats), i);
3080 2797 if (this_stat < 0)
3081 dep = present_arch_in_ob (deparch, op);
3082 if (!dep)
3083 { 2798 {
3084 dep = arch_to_object (deparch); 2799 int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO;
3085 insert_ob_in_ob (dep, op); 2800 int keep_chance = this_stat * this_stat;
3086 } 2801
3087 lose_this_stat = 1; 2802 /* Yes, I am paranoid. Sue me. */
3088 if (settings.balanced_stat_loss)
3089 {
3090 /* GD */
3091 /* Get the stat that we're about to deplete. */
3092 this_stat = get_attr_value (&(dep->stats), i);
3093 if (this_stat < 0) 2803 if (keep_chance < 1)
2804 keep_chance = 1;
2805
2806 /* There is a maximum depletion total per level. */
2807 if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO)
3094 { 2808 {
3095 int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO;
3096 int keep_chance = this_stat * this_stat;
3097
3098 /* Yes, I am paranoid. Sue me. */
3099 if (keep_chance < 1)
3100 keep_chance = 1;
3101
3102 /* There is a maximum depletion total per level. */
3103 if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO)
3104 {
3105 lose_this_stat = 0; 2809 lose_this_stat = 0;
3106 /* Take loss chance vs keep chance to see if we 2810 /* Take loss chance vs keep chance to see if we
3107 retain the stat. */ 2811 retain the stat. */
3108 }
3109 else
3110 {
3111 if (random_roll (0, loss_chance + keep_chance - 1, op, PREFER_LOW) < keep_chance)
3112 lose_this_stat = 0;
3113 /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
3114 this_stat, keep_chance, loss_chance,
3115 lose_this_stat?"LOSE":"KEEP"); */
3116 }
3117 } 2812 }
3118 }
3119
3120 if (lose_this_stat)
3121 {
3122 this_stat = get_attr_value (&(dep->stats), i);
3123 /* We could try to do something clever like find another
3124 * stat to reduce if this fails. But chances are, if
3125 * stats have been depleted to -50, all are pretty low
3126 * and should be roughly the same, so it shouldn't make a
3127 * difference.
3128 */ 2813 else
3129 if (this_stat >= -50)
3130 { 2814 {
3131 change_attr_value (&(dep->stats), i, -1); 2815 if (random_roll (0, loss_chance + keep_chance - 1, op, PREFER_LOW) < keep_chance)
3132 SET_FLAG (dep, FLAG_APPLIED);
3133 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
3134 fix_player (op);
3135 lost_a_stat = 1; 2816 lose_this_stat = 0;
2817 /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
2818 this_stat, keep_chance, loss_chance,
2819 lose_this_stat?"LOSE":"KEEP"); */
3136 } 2820 }
3137 } 2821 }
3138 } 2822 }
2823
2824 if (lose_this_stat)
2825 {
2826 this_stat = get_attr_value (&(dep->stats), i);
2827 /* We could try to do something clever like find another
2828 * stat to reduce if this fails. But chances are, if
2829 * stats have been depleted to -50, all are pretty low
2830 * and should be roughly the same, so it shouldn't make a
2831 * difference.
2832 */
2833 if (this_stat >= -50)
2834 {
2835 change_attr_value (&(dep->stats), i, -1);
2836 SET_FLAG (dep, FLAG_APPLIED);
2837 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2838 op->update_stats ();
2839 lost_a_stat = 1;
2840 }
3139 } 2841 }
2842 }
2843 }
3140 /* If no stat lost, tell the player. */ 2844 /* If no stat lost, tell the player. */
3141 if (!lost_a_stat) 2845 if (!lost_a_stat)
3142 { 2846 {
3143 /* determine_god() seems to not work sometimes... why is this? 2847 /* determine_god() seems to not work sometimes... why is this?
3144 Should I be using something else? GD */ 2848 Should I be using something else? GD */
3145 const char *god = determine_god (op); 2849 const char *god = determine_god (op);
3146 2850
3147 if (god && (strcmp (god, "none"))) 2851 if (god && (strcmp (god, "none")))
3148 new_draw_info_format (NDI_UNIQUE, 0, op, "For a brief moment you feel the holy presence of %s protecting" " you.", god); 2852 new_draw_info_format (NDI_UNIQUE, 0, op, "For a brief moment you feel the holy presence of %s protecting" " you.", god);
3149 else 2853 else
3150 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you."); 2854 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you.");
3151 } 2855 }
3152#else 2856#else
3153 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you from losing yourself completely."); 2857 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you from losing yourself completely.");
3154#endif 2858#endif
3155 2859
3156 /* Put a gravestone up where the character 'almost' died. List the 2860 /* Put a gravestone up where the character 'almost' died. List the
3157 * exp loss on the stone. 2861 * exp loss on the stone.
3158 */ 2862 */
3159 tmp = arch_to_object (archetype::find ("gravestone")); 2863 tmp = arch_to_object (archetype::find ("gravestone"));
3160 sprintf (buf, "%s's gravestone", &op->name); 2864 sprintf (buf, "%s's gravestone", &op->name);
3161 tmp->name = buf; 2865 tmp->name = buf;
3162 sprintf (buf, "%s's gravestones", &op->name); 2866 sprintf (buf, "%s's gravestones", &op->name);
3163 tmp->name_pl = buf; 2867 tmp->name_pl = buf;
3164 sprintf (buf, "RIP\nHere rests the hero %s the %s,\n" "who was killed\n" "by %s.\n", &op->name, op->contr->title, op->contr->killer); 2868 sprintf (buf, "RIP\nHere rests the hero %s the %s,\n" "who was killed\n" "by %s.\n", &op->name, op->contr->title, op->contr->killer);
3165 tmp->msg = buf; 2869 tmp->msg = buf;
3166 tmp->x = op->x, tmp->y = op->y; 2870 tmp->x = op->x, tmp->y = op->y;
3167 insert_ob_in_map (tmp, op->map, NULL, 0); 2871 insert_ob_in_map (tmp, op->map, NULL, 0);
3168 2872
3169 /**************************************/ 2873 /**************************************/
3170 /* */ 2874 /* */
3171 /* Subtract the experience points, */ 2875 /* Subtract the experience points, */
3172 /* if we died cause of food, give us */ 2876 /* if we died cause of food, give us */
3173 /* food, and reset HP's... */ 2877 /* food, and reset HP's... */
3174 /* */ 2878 /* */
3175 /**************************************/ 2879 /**************************************/
3176 2880
3177 /* remove any poisoning and confusion the character may be suffering. */ 2881 /* remove any poisoning and confusion the character may be suffering. */
3178 /* restore player */ 2882 /* restore player */
3179 at = archetype::find ("poisoning"); 2883 at = archetype::find ("poisoning");
3180 tmp = present_arch_in_ob (at, op); 2884 tmp = present_arch_in_ob (at, op);
2885
3181 if (tmp) 2886 if (tmp)
3182 { 2887 {
3183 tmp->remove ();
3184 tmp->destroy (0); 2888 tmp->destroy ();
3185 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed"); 2889 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
3186 } 2890 }
3187 2891
3188 at = archetype::find ("confusion"); 2892 at = archetype::find ("confusion");
3189 tmp = present_arch_in_ob (at, op); 2893 tmp = present_arch_in_ob (at, op);
3190 if (tmp) 2894 if (tmp)
3191 { 2895 {
3192 tmp->remove ();
3193 tmp->destroy (0); 2896 tmp->destroy ();
3194 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 2897 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
3195 } 2898 }
3196 2899
3197 cure_disease (op, 0); /* remove any disease */ 2900 cure_disease (op, 0); /* remove any disease */
3198 2901
3199 /*add_exp(op, (op->stats.exp * -0.20)); */ 2902 /*add_exp(op, (op->stats.exp * -0.20)); */
3200 apply_death_exp_penalty (op); 2903 apply_death_exp_penalty (op);
3201 if (op->stats.food < 100) 2904 if (op->stats.food < 100)
3202 op->stats.food = 900; 2905 op->stats.food = 900;
3203 op->stats.hp = op->stats.maxhp; 2906 op->stats.hp = op->stats.maxhp;
3204 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp); 2907 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
3205 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace); 2908 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
3206 2909
3207 /* 2910 /*
3208 * Check to see if the player is in a shop. IF so, then check to see if 2911 * Check to see if the player is in a shop. IF so, then check to see if
3209 * the player has any unpaid items. If so, remove them and put them back 2912 * the player has any unpaid items. If so, remove them and put them back
3210 * in the map. 2913 * in the map.
3211 */ 2914 */
3212 2915
3213 if (is_in_shop (op)) 2916 if (is_in_shop (op))
3214 remove_unpaid_objects (op->inv, op); 2917 remove_unpaid_objects (op->inv, op);
3215 2918
3216 /****************************************/ 2919 /****************************************/
3217 /* */ 2920 /* */
3218 /* Move player to his current respawn- */ 2921 /* Move player to his current respawn- */
3219 /* position (usually last savebed) */ 2922 /* position (usually last savebed) */
3220 /* */ 2923 /* */
3221 /****************************************/ 2924 /****************************************/
3222 2925
3223 enter_player_savebed (op); 2926 enter_player_savebed (op);
3224 2927
3225 /* Save the player before inserting the force to reduce
3226 * chance of abuse.
3227 */
3228 op->contr->braced = 0; 2928 op->contr->braced = 0;
3229 save_player (op, 1);
3230 2929
3231 /* it is possible that the player has blown something up 2930 /* it is possible that the player has blown something up
3232 * at his savebed location, and that can have long lasting 2931 * at his savebed location, and that can have long lasting
3233 * spell effects. So first see if there is a spell effect 2932 * spell effects. So first see if there is a spell effect
3234 * on the space that might harm the player. 2933 * on the space that might harm the player.
3235 */ 2934 */
3236 will_kill_again = 0; 2935 will_kill_again = 0;
3237 for (tmp = get_map_ob (op->map, op->x, op->y); tmp; tmp = tmp->above) 2936 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = tmp->above)
3238 if (tmp->type == SPELL_EFFECT) 2937 if (tmp->type == SPELL_EFFECT)
3239 will_kill_again |= tmp->attacktype; 2938 will_kill_again |= tmp->attacktype;
3240 2939
3241 if (will_kill_again) 2940 if (will_kill_again)
3242 { 2941 {
3243 object *force; 2942 object *force;
3244 int at; 2943 int at;
3245 2944
3246 force = get_archetype (FORCE_NAME); 2945 force = get_archetype (FORCE_NAME);
3247 /* 50 ticks should be enough time for the spell to abate */ 2946 /* 50 ticks should be enough time for the spell to abate */
3248 force->speed = 0.1; 2947 force->speed = 0.1;
3249 force->speed_left = -5.0; 2948 force->speed_left = -5.0;
3250 SET_FLAG (force, FLAG_APPLIED); 2949 SET_FLAG (force, FLAG_APPLIED);
3251 for (at = 0; at < NROFATTACKS; at++) 2950 for (at = 0; at < NROFATTACKS; at++)
3252 if (will_kill_again & (1 << at)) 2951 if (will_kill_again & (1 << at))
3253 force->resist[at] = 100; 2952 force->resist[at] = 100;
3254 2953
3255 insert_ob_in_ob (force, op); 2954 insert_ob_in_ob (force, op);
3256 fix_player (op); 2955 op->update_stats ();
3257 2956
3258 } 2957 }
3259 2958
3260 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED."); 2959 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED.");
3261 return;
3262 } /* NOT_PERMADETH */
3263 else
3264 {
3265 /* If NOT_PERMADETH is set, then the rest of this is not reachable. This
3266 * should probably be embedded in an else statement.
3267 */
3268
3269 op->contr->party = NULL;
3270 if (settings.set_title == TRUE)
3271 op->contr->own_title[0] = '\0';
3272 new_draw_info (NDI_UNIQUE | NDI_ALL, 0, NULL, buf);
3273 check_score (op);
3274
3275 if (op->contr->ranges[range_golem])
3276 {
3277 remove_friendly_object (op->contr->ranges[range_golem]);
3278 op->contr->ranges[range_golem]->remove ();
3279 op->contr->ranges[range_golem]->destroy (0);
3280 op->contr->ranges[range_golem] = 0;
3281 }
3282
3283 loot_object (op); /* Remove some of the items for good */
3284 op->remove ();
3285 op->direction = 0;
3286
3287 if (!QUERY_FLAG (op, FLAG_WAS_WIZ) && op->stats.exp)
3288 {
3289 delete_character (op->name, 0);
3290 if (settings.resurrection == TRUE)
3291 {
3292 /* save playerfile sans equipment when player dies
3293 ** then save it as player.pl.dead so that future resurrection
3294 ** type spells will work on them nicely
3295 */
3296 delete_character (op->name, 0);
3297 op->stats.hp = op->stats.maxhp;
3298 op->stats.food = 999;
3299
3300 /* set the location of where the person will reappear when */
3301 /* maybe resurrection code should fix map also */
3302 strcpy (op->contr->maplevel, settings.emergency_mapname);
3303 if (op->map != NULL)
3304 op->map = NULL;
3305 op->x = settings.emergency_x;
3306 op->y = settings.emergency_y;
3307 save_player (op, 0);
3308 op->map = map;
3309 /* please see resurrection.c: peterm */
3310 dead_player (op);
3311 }
3312 else
3313 delete_character (op->name, 1);
3314 }
3315
3316 play_again (op);
3317
3318 /* peterm: added to create a corpse at deathsite. */
3319 tmp = arch_to_object (archetype::find ("corpse_pl"));
3320 sprintf (buf, "%s", &op->name);
3321 tmp->name = tmp->name_pl = buf;
3322 tmp->level = op->level;
3323 tmp->x = x;
3324 tmp->y = y;
3325 tmp->msg = gravestone_text (op);
3326 SET_FLAG (tmp, FLAG_UNIQUE);
3327 insert_ob_in_map (tmp, map, NULL, 0);
3328 }
3329} 2960}
3330
3331 2961
3332void 2962void
3333loot_object (object *op) 2963loot_object (object *op)
3334{ /* Grab and destroy some treasure */ 2964{ /* Grab and destroy some treasure */
3335 object *tmp, *tmp2, *next; 2965 object *tmp, *tmp2, *next;
3336 2966
3337 if (op->container) 2967 if (op->container)
3338 { /* close open sack first */
3339 esrv_apply_container (op, op->container); 2968 esrv_apply_container (op, op->container); /* close open sack first */
3340 }
3341 2969
3342 for (tmp = op->inv; tmp != NULL; tmp = next) 2970 for (tmp = op->inv; tmp; tmp = next)
3343 { 2971 {
3344 next = tmp->below; 2972 next = tmp->below;
3345 if (tmp->type == EXPERIENCE || tmp->invisible) 2973
2974 if (tmp->invisible)
3346 continue; 2975 continue;
2976
3347 tmp->remove (); 2977 tmp->remove ();
3348 tmp->x = op->x, tmp->y = op->y; 2978 tmp->x = op->x, tmp->y = op->y;
3349 if (tmp->type == CONTAINER) 2979 if (tmp->type == CONTAINER)
3350 { /* empty container to ground */ 2980 { /* empty container to ground */
3351 loot_object (tmp); 2981 loot_object (tmp);
3353 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(RANDOM () % 3))) 2983 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(RANDOM () % 3)))
3354 { 2984 {
3355 if (tmp->nrof > 1) 2985 if (tmp->nrof > 1)
3356 { 2986 {
3357 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1)); 2987 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1));
3358 tmp2->destroy (0); 2988 tmp2->destroy ();
3359 insert_ob_in_map (tmp, op->map, NULL, 0); 2989 insert_ob_in_map (tmp, op->map, NULL, 0);
3360 } 2990 }
3361 else 2991 else
3362 tmp->destroy (0); 2992 tmp->destroy ();
3363 } 2993 }
3364 else 2994 else
3365 insert_ob_in_map (tmp, op->map, NULL, 0); 2995 insert_ob_in_map (tmp, op->map, NULL, 0);
3366 } 2996 }
3367} 2997}
3373 */ 3003 */
3374 3004
3375void 3005void
3376fix_weight (void) 3006fix_weight (void)
3377{ 3007{
3378 player *pl; 3008 for_all_players (pl)
3379
3380 for (pl = first_player; pl != NULL; pl = pl->next)
3381 { 3009 {
3382 int old = pl->ob->carrying, sum = sum_weight (pl->ob); 3010 int old = pl->ob->carrying, sum = sum_weight (pl->ob);
3383 3011
3384 if (old == sum) 3012 if (old == sum)
3385 continue; 3013 continue;
3386 fix_player (pl->ob); 3014 pl->ob->update_stats ();
3387 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum); 3015 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum);
3388 } 3016 }
3389} 3017}
3390 3018
3391void 3019void
3392fix_luck (void) 3020fix_luck (void)
3393{ 3021{
3394 player *pl; 3022 for_all_players (pl)
3395
3396 for (pl = first_player; pl != NULL; pl = pl->next)
3397 if (!pl->ob->contr->state) 3023 if (!pl->ob->contr->ns->state)
3398 change_luck (pl->ob, 0); 3024 pl->ob->change_luck (0);
3399} 3025}
3400
3401 3026
3402/* cast_dust() - handles op throwing objects of type 'DUST'. 3027/* cast_dust() - handles op throwing objects of type 'DUST'.
3403 * This is much simpler in the new spell code - we basically 3028 * This is much simpler in the new spell code - we basically
3404 * just treat this as any other spell casting object. 3029 * just treat this as any other spell casting object.
3405 */ 3030 */
3406
3407void 3031void
3408cast_dust (object *op, object *throw_ob, int dir) 3032cast_dust (object *op, object *throw_ob, int dir)
3409{ 3033{
3410 object *skop, *spob; 3034 object *skop, *spob;
3411 3035
3432 if (op->type == PLAYER) 3056 if (op->type == PLAYER)
3433 new_draw_info_format (NDI_UNIQUE, 0, op, "You cast %s.", &spob->name); 3057 new_draw_info_format (NDI_UNIQUE, 0, op, "You cast %s.", &spob->name);
3434 3058
3435 cast_spell (op, throw_ob, dir, spob, NULL); 3059 cast_spell (op, throw_ob, dir, spob, NULL);
3436 3060
3437 if (!QUERY_FLAG (throw_ob, FLAG_REMOVED))
3438 throw_ob->remove ();
3439 throw_ob->destroy (0); 3061 throw_ob->destroy ();
3440} 3062}
3441 3063
3442void 3064void
3443make_visible (object *op) 3065make_visible (object *op)
3444{ 3066{
3458 object *tmp = NULL; 3080 object *tmp = NULL;
3459 3081
3460 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD)) 3082 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD))
3461 return 1; 3083 return 1;
3462 3084
3463 if (op->type == PLAYER)
3464 for (tmp = op->inv; tmp; tmp = tmp->below)
3465 if (tmp->type == EXPERIENCE && tmp->stats.Wis)
3466 if (QUERY_FLAG (tmp, FLAG_UNDEAD))
3467 return 1;
3468 return 0; 3085 return 0;
3469} 3086}
3470 3087
3471/* look at the surrounding terrain to determine 3088/* look at the surrounding terrain to determine
3472 * the hideability of this object. Positive levels 3089 * the hideability of this object. Positive levels
3528 3145
3529 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING); 3146 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING);
3530 3147
3531 /* its *extremely* hard to run and sneak/hide at the same time! */ 3148 /* its *extremely* hard to run and sneak/hide at the same time! */
3532 if (op->type == PLAYER && op->contr->run_on) 3149 if (op->type == PLAYER && op->contr->run_on)
3533 {
3534 if (!skop || num >= skop->level) 3150 if (!skop || num >= skop->level)
3535 { 3151 {
3536 new_draw_info (NDI_UNIQUE, 0, op, "You ran too much! You are no longer hidden!"); 3152 new_draw_info (NDI_UNIQUE, 0, op, "You ran too much! You are no longer hidden!");
3537 make_visible (op); 3153 make_visible (op);
3538 return; 3154 return;
3539 } 3155 }
3540 else 3156 else
3541 num += 20; 3157 num += 20;
3542 } 3158
3543 num += op->map->difficulty; 3159 num += op->map->difficulty;
3544 hide = hideability (op); /* modify by terrain hidden level */ 3160 hide = hideability (op); /* modify by terrain hidden level */
3545 num -= hide; 3161 num -= hide;
3162
3546 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0)) 3163 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0))
3547 { 3164 {
3548 make_visible (op); 3165 make_visible (op);
3549 if (op->type == PLAYER) 3166 if (op->type == PLAYER)
3550 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!"); 3167 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!");
3551 } 3168 }
3552 else if (op->type == PLAYER && skop) 3169 else if (op->type == PLAYER && skop)
3553 {
3554 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0); 3170 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0);
3555 }
3556} 3171}
3557 3172
3558/* determine if who is standing near a hostile creature. */ 3173/* determine if who is standing near a hostile creature. */
3559 3174
3560int 3175int
3587 if (mflags & P_OUT_OF_MAP) 3202 if (mflags & P_OUT_OF_MAP)
3588 continue; 3203 continue;
3589 if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y))) 3204 if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y)))
3590 continue; 3205 continue;
3591 3206
3592 for (tmp = get_map_ob (m, x, y); tmp; tmp = tmp->above) 3207 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
3593 { 3208 {
3594 if ((player ||friendly) &&QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE)) 3209 if ((player ||friendly) &&QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE))
3595 return 1; 3210 return 1;
3596 else if (tmp->type == PLAYER) 3211 else if (tmp->type == PLAYER)
3597 { 3212 {
3627 if (pl->type != PLAYER) 3242 if (pl->type != PLAYER)
3628 { 3243 {
3629 LOG (llevError, "player_can_view() called for non-player object\n"); 3244 LOG (llevError, "player_can_view() called for non-player object\n");
3630 return -1; 3245 return -1;
3631 } 3246 }
3247
3632 if (!pl || !op) 3248 if (!pl || !op)
3633 return 0; 3249 return 0;
3634 3250
3635 if (op->head)
3636 {
3637 op = op->head; 3251 op = op->head_ ();
3638 } 3252
3639 get_rangevector (pl, op, &rv, 0x1); 3253 get_rangevector (pl, op, &rv, 0x1);
3640 3254
3641 /* starting with the 'head' part, lets loop 3255 /* starting with the 'head' part, lets loop
3642 * through the object and find if it has any 3256 * through the object and find if it has any
3643 * part that is in the los array but isnt on 3257 * part that is in the los array but isnt on
3651 3265
3652 /* only the viewable area the player sees is updated by LOS 3266 /* only the viewable area the player sees is updated by LOS
3653 * code, so we need to restrict ourselves to that range of values 3267 * code, so we need to restrict ourselves to that range of values
3654 * for any meaningful values. 3268 * for any meaningful values.
3655 */ 3269 */
3656 if (FABS (dx) <= (pl->contr->socket.mapx / 2) && 3270 if (FABS (dx) <= (pl->contr->ns->mapx / 2) &&
3657 FABS (dy) <= (pl->contr->socket.mapy / 2) && 3271 FABS (dy) <= (pl->contr->ns->mapy / 2) &&
3658 !pl->contr->blocked_los[dx + (pl->contr->socket.mapx / 2)][dy + (pl->contr->socket.mapy / 2)]) 3272 !pl->contr->blocked_los[dx + (pl->contr->ns->mapx / 2)][dy + (pl->contr->ns->mapy / 2)])
3659 return 1; 3273 return 1;
3660 op = op->more; 3274 op = op->more;
3661 } 3275 }
3662 return 0; 3276 return 0;
3663} 3277}
3773 if (trlist == NULL || who->type != PLAYER) 3387 if (trlist == NULL || who->type != PLAYER)
3774 return; 3388 return;
3775 3389
3776 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++); 3390 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++);
3777 3391
3778 if (tr == NULL || tr->item == NULL) 3392 if (!tr || !tr->item)
3779 { 3393 {
3780 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */ 3394 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */
3781 return; 3395 return;
3782 } 3396 }
3783 3397
3849 { 3463 {
3850 /* forces in the treasurelist can alter the player's stats */ 3464 /* forces in the treasurelist can alter the player's stats */
3851 object *skin; 3465 object *skin;
3852 3466
3853 /* first get the dragon skin force */ 3467 /* first get the dragon skin force */
3468 shstr_cmp dragon_skin_force ("dragon_skin_force");
3854 for (skin = who->inv; skin != NULL && strcmp (skin->arch->name, "dragon_skin_force") != 0; skin = skin->below); 3469 for (skin = who->inv; skin && !(skin->arch->name == dragon_skin_force); skin = skin->below)
3470 ;
3471
3855 if (skin == NULL) 3472 if (!skin)
3856 return; 3473 return;
3857 3474
3858 /* adding new spellpath attunements */ 3475 /* adding new spellpath attunements */
3859 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned)) 3476 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned))
3860 { 3477 {
3905 * not readied. 3522 * not readied.
3906 */ 3523 */
3907void 3524void
3908player_unready_range_ob (player *pl, object *ob) 3525player_unready_range_ob (player *pl, object *ob)
3909{ 3526{
3910 rangetype i;
3911
3912 for (i = (rangetype) 0; i < range_size; i = (rangetype) ((int) i + 1)) 3527 for (rangetype i = (rangetype) 0; i < range_size; i = (rangetype) ((int) i + 1))
3913 {
3914 if (pl->ranges[i] == ob) 3528 if (pl->ranges[i] == ob)
3915 { 3529 {
3916 pl->ranges[i] = NULL; 3530 pl->ranges[i] = 0;
3917 if (pl->shoottype == i) 3531 if (pl->shoottype == i)
3918 {
3919 pl->shoottype = range_none; 3532 pl->shoottype = range_none;
3920 }
3921 } 3533 }
3922 }
3923} 3534}

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